Use a light_ prefix for custom ZDRay stuff, and actually parse light_softshadowradius for map things

This commit is contained in:
nashmuhandes 2024-10-06 22:05:41 +08:00 committed by Ricardo Luís Vaz Silva
parent 23d131f6c2
commit f5c06551e4
3 changed files with 5 additions and 3 deletions

View file

@ -426,8 +426,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
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
lm_suncolor = <string>; // ZDRay lightmap sun color in hex. Default = "FFFFFF"
SoftShadowRadius = <float>; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0
lm_suncolor = <int>; // ZDRay lightmap sun color. Default is white (0xFFFFFF).
light_softshadowradius = <float>; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0
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:
th->friendlyseeblocks = CheckInt(key);
break;
case NAME_light_softshadowradius:
case NAME_lm_suncolor:
case NAME_lm_sampledist:
CHECK_N(Zd | Zdt)

View file

@ -868,7 +868,7 @@ xx(lm_dynamic)
xx(lm_suncolor)
// Light keywords
xx(SoftShadowRadius)
xx(light_softshadowradius)
xx(skew_bottom_type)
xx(skew_middle_type)