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Use a light_
prefix for custom ZDRay stuff, and actually parse light_softshadowradius for map things
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3 changed files with 5 additions and 3 deletions
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@ -426,8 +426,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
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lm_sampledist = <int>; // ZDRay lightmap sample distance for the entire map. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 8
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lm_suncolor = <string>; // ZDRay lightmap sun color in hex. Default = "FFFFFF"
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SoftShadowRadius = <float>; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0
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lm_suncolor = <int>; // ZDRay lightmap sun color. Default is white (0xFFFFFF).
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light_softshadowradius = <float>; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0
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friendlyseeblocks = <int>; // How far (in block units) a friendly monster can see other monsters. Default 10
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@ -791,6 +791,7 @@ public:
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th->friendlyseeblocks = CheckInt(key);
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break;
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case NAME_light_softshadowradius:
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case NAME_lm_suncolor:
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case NAME_lm_sampledist:
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CHECK_N(Zd | Zdt)
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@ -868,7 +868,7 @@ xx(lm_dynamic)
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xx(lm_suncolor)
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// Light keywords
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xx(SoftShadowRadius)
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xx(light_softshadowradius)
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xx(skew_bottom_type)
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xx(skew_middle_type)
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