Fixed a botched up merge that led to build errors.

This commit is contained in:
nashmuhandes 2017-02-05 21:03:41 +08:00
parent 367b5fbd01
commit 676e460731

View file

@ -185,9 +185,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
if (m_additive) light->flags4 |= MF4_ADDITIVE; if (m_additive) light->flags4 |= MF4_ADDITIVE;
if (m_dontlightself) light->flags4 |= MF4_DONTLIGHTSELF; if (m_dontlightself) light->flags4 |= MF4_DONTLIGHTSELF;
light->m_tickCount = 0; light->m_tickCount = 0;
switch (m_type) if (m_type == PulseLight)
{
case PulseLight:
{ {
float pulseTime = float(m_Param / TICRATE); float pulseTime = float(m_Param / TICRATE);
@ -199,35 +197,6 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
if (light->m_currentRadius <= 0) light->m_currentRadius = 1; if (light->m_currentRadius <= 0) light->m_currentRadius = 1;
} }
case FlickerLight:
case RandomFlickerLight:
{
float minrad = float(MIN(light->m_Radius[0], light->m_Radius[1]));
float maxrad = float(MAX(light->m_Radius[0], light->m_Radius[1]));
light->m_currentRadius = clamp(light->m_currentRadius, minrad, maxrad);
break;
}
case PointLight:
light->m_currentRadius = float(light->m_Radius[0]);
break;
case SectorLight:
{
float intensity;
float scale = light->args[LIGHT_SCALE] / 8.f;
if (scale == 0.f) scale = 1.f;
intensity = light->Sector->lightlevel * scale;
intensity = clamp<float>(intensity, 0.f, 255.f);
light->m_currentRadius = intensity;
break;
}
}
switch (m_attenuate) switch (m_attenuate)
{ {
case 0: light->flags4 &= ~MF4_ATTENUATE; break; case 0: light->flags4 &= ~MF4_ATTENUATE; break;