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- adjustments.
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18 changed files with 133 additions and 137 deletions
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@ -87,20 +87,16 @@ CUSTOM_CVAR (Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG
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//==========================================================================
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bool forceadditive, FDynLightData &ldata)
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{
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Vector fn, pos;
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int i = 0;
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fixedvec3 lpos = light->_f_PosRelative(group);
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float x = FIXED2FLOAT(lpos.x);
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float y = FIXED2FLOAT(lpos.y);
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float z = FIXED2FLOAT(lpos.z);
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DVector3 pos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(x, z, y));
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float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
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float radius = (light->GetRadius() * gl_lights_size);
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y))
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if (checkside && gl_lights_checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
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{
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return false;
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}
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@ -133,9 +129,9 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bo
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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data[0] = x;
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data[1] = z;
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data[2] = y;
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data[0] = pos.X;
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data[1] = pos.Z;
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data[2] = pos.Y;
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data[3] = radius;
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data[4] = r;
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data[5] = g;
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