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- fixed: application of fake contrast should never result in a light level of 0 unless the sector's own light level is 0.
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1 changed files with 3 additions and 2 deletions
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@ -87,7 +87,7 @@ int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int bl
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{
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{
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int light;
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int light;
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if (lightlevel == 0) return 0;
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if (lightlevel <= 0) return 0;
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bool darklightmode = (isDarkLightMode()) || (isSoftwareLighting() && blendfactor > 0);
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bool darklightmode = (isDarkLightMode()) || (isSoftwareLighting() && blendfactor > 0);
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@ -116,7 +116,8 @@ int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int bl
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light=lightlevel+rellight;
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light=lightlevel+rellight;
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}
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}
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return clamp(light, 0, 255);
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// Fake contrast should never turn a positive value into 0.
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return clamp(light, 1, 255);
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}
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}
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//==========================================================================
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//==========================================================================
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