- fixed: Random flicker lights must set up their size on the first tic they are run. If not they will keep the radius of the previous effect which may be too large.

This commit is contained in:
Christoph Oelckers 2016-12-06 18:35:34 +01:00
parent d04c37101e
commit c115c0a5b2
3 changed files with 24 additions and 17 deletions

View file

@ -67,6 +67,7 @@
#include "templates.h"
#include "doomdata.h"
#include "r_utility.h"
#include "p_local.h"
#include "portal.h"
#include "doomstat.h"
#include "serializer.h"
@ -192,6 +193,7 @@ void ADynamicLight::BeginPlay()
m_Radius[0] = args[LIGHT_INTENSITY];
m_Radius[1] = args[LIGHT_SECONDARY_INTENSITY];
specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
visibletoplayer = true;
}
@ -228,7 +230,7 @@ void ADynamicLight::Activate(AActor *activator)
if (lighttype == PulseLight)
{
float pulseTime = Angles.Yaw.Degrees / TICRATE;
float pulseTime = specialf1 / TICRATE;
m_lastUpdate = level.maptime;
m_cycler.SetParams(float(m_Radius[1]), float(m_Radius[0]), pulseTime);
@ -293,7 +295,7 @@ void ADynamicLight::Tick()
case FlickerLight:
{
BYTE rnd = randLight();
float pct = Angles.Yaw.Degrees / 360.f;
float pct = specialf1 / 360.f;
m_currentRadius = float(m_Radius[rnd >= pct * 255]);
break;
@ -304,12 +306,13 @@ void ADynamicLight::Tick()
int flickerRange = m_Radius[1] - m_Radius[0];
float amt = randLight() / 255.f;
m_tickCount++;
if (m_tickCount > Angles.Yaw.Degrees)
if (m_tickCount > specialf1)
{
m_tickCount = 0;
}
if (m_tickCount++ == 0 || m_currentRadius > m_Radius[1])
{
m_currentRadius = float(m_Radius[0] + (amt * flickerRange));
m_tickCount = 0;
}
break;
}
@ -319,7 +322,7 @@ void ADynamicLight::Tick()
case ColorFlickerLight:
{
BYTE rnd = randLight();
float pct = Angles.Yaw.Degrees/360.f;
float pct = specialf1/360.f;
m_currentRadius = m_Radius[rnd >= pct * 255];
break;
@ -332,7 +335,7 @@ void ADynamicLight::Tick()
m_tickCount++;
if (m_tickCount > Angles.Yaw.Degrees)
if (m_tickCount > specialf1)
{
m_currentRadius = m_Radius[0] + (amt * flickerRange);
m_tickCount = 0;
@ -359,7 +362,6 @@ void ADynamicLight::Tick()
m_currentRadius = float(m_Radius[0]);
break;
}
UpdateLocation();
}
@ -416,6 +418,7 @@ void ADynamicLight::UpdateLocation()
intensity = m_currentRadius;
}
radius = intensity * 2.0f;
assert(radius >= m_currentRadius * 2);
if (X() != oldx || Y() != oldy || radius != oldradius)
{

View file

@ -164,7 +164,7 @@ FLightDefaults::FLightDefaults(FName name, ELightType type)
void FLightDefaults::ApplyProperties(ADynamicLight * light) const
{
light->lighttype = m_type;
light->Angles.Yaw.Degrees = m_Param;
light->specialf1 = m_Param;
light->SetOffset(m_Pos);
light->halo = m_halo;
for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a]), 0, 255);
@ -174,6 +174,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
if (m_subtractive) light->flags4 |= MF4_SUBTRACTIVE;
if (m_additive) light->flags4 |= MF4_ADDITIVE;
if (m_dontlightself) light->flags4 |= MF4_DONTLIGHTSELF;
light->m_tickCount = 0;
}
@ -431,6 +432,14 @@ void gl_ParsePulseLight(FScanner &sc)
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
}
if (defaults->GetArg(LIGHT_INTENSITY) > defaults->GetArg(LIGHT_SECONDARY_INTENSITY))
{
auto i = defaults->GetArg(LIGHT_INTENSITY);
auto j = defaults->GetArg(LIGHT_SECONDARY_INTENSITY);
defaults->SetArg(LIGHT_INTENSITY, j);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, i);
}
gl_AddLightDefaults(defaults);
}
else
@ -1082,7 +1091,7 @@ void gl_AttachLight(AActor *actor, unsigned int count, const FLightDefaults *lig
light->target = actor;
light->owned = true;
light->ObjectFlags |= OF_Transient;
light->flags4 |= MF4_ATTENUATE;
//light->flags4 |= MF4_ATTENUATE;
actor->dynamiclights.Push(light);
}
light->flags2&=~MF2_DORMANT;

View file

@ -128,12 +128,12 @@ private:
protected:
DVector3 m_off;
float m_currentRadius;
int m_tickCount;
unsigned int m_lastUpdate;
FCycler m_cycler;
subsector_t * subsector;
public:
int m_tickCount;
int m_Radius[2];
BYTE lightflags;
BYTE lighttype;
@ -143,11 +143,6 @@ public:
bool visibletoplayer;
int bufferindex;
// intermediate texture coordinate data
// this is stored in the light object to avoid recalculating it
// several times during rendering of a flat
Vector nearPt, up, right;
float scale;
};