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- force model light to be attenuated
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parent
1634b78280
commit
31f29bbe8a
3 changed files with 5 additions and 5 deletions
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@ -63,7 +63,7 @@ bool FDynLightData::GetLight(int group, Plane & p, ADynamicLight * light, bool c
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return false;
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}
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AddLightToList(group, light);
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AddLightToList(group, light, false);
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return true;
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}
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@ -72,7 +72,7 @@ bool FDynLightData::GetLight(int group, Plane & p, ADynamicLight * light, bool c
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// Add one dynamic light to the light data list
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//
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//==========================================================================
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void FDynLightData::AddLightToList(int group, ADynamicLight * light)
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void FDynLightData::AddLightToList(int group, ADynamicLight * light, bool forceAttenuate)
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{
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int i = 0;
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@ -109,7 +109,7 @@ void FDynLightData::AddLightToList(int group, ADynamicLight * light)
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bool attenuate;
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// Store attenuate flag in the sign bit of the float.
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if (gl_attenuate == -1) attenuate = !!(light->lightflags & LF_ATTENUATE);
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if (gl_attenuate == -1) attenuate = !!(light->lightflags & LF_ATTENUATE) || forceAttenuate;
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else attenuate = !!gl_attenuate;
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if (attenuate) shadowIndex = -shadowIndex;
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@ -54,7 +54,7 @@ struct FDynLightData
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}
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bool GetLight(int group, Plane & p, ADynamicLight * light, bool checkside);
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void AddLightToList(int group, ADynamicLight * light);
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void AddLightToList(int group, ADynamicLight * light, bool forceAttenuate);
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};
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@ -219,7 +219,7 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
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{
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if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
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{
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modellightdata.AddLightToList(group, light);
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modellightdata.AddLightToList(group, light, true);
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addedLights.Push(light);
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}
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}
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