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https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 13:31:07 +00:00
- fixed some issues with dynamic lights caused by the floatification changes
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parent
609defe078
commit
379d5bc0c5
5 changed files with 32 additions and 36 deletions
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@ -285,7 +285,7 @@ void ADynamicLight::Tick()
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case ColorFlickerLight:
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{
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BYTE rnd = randLight();
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float pct = ANGLE2FLOAT(angle)/360.f;
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float pct = Angles.Yaw.Degrees/360.f;
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m_currentIntensity = m_intensity[rnd >= pct * 255];
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break;
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@ -298,7 +298,7 @@ void ADynamicLight::Tick()
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m_tickCount++;
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if (m_tickCount > ANGLE2FLOAT(angle))
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if (m_tickCount > Angles.Yaw.Degrees)
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{
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m_currentIntensity = m_intensity[0] + (amt * flickerRange);
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m_tickCount = 0;
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@ -348,16 +348,16 @@ void ADynamicLight::UpdateLocation()
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{
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if (target)
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{
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angle_t angle = target->_f_angle() >> ANGLETOFINESHIFT;
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fixedvec3 pos = target->Vec3Offset(
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FixedMul(m_offX, finecosine[angle]) + FixedMul(m_offZ, finesine[angle]),
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FixedMul(m_offX, finesine[angle]) - FixedMul(m_offZ, finecosine[angle]),
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m_offY + target->GetBobOffset());
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DAngle angle = target->Angles.Yaw;
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double s = angle.Sin();
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double c = angle.Cos();
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DVector3 pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset());
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SetXYZ(pos); // attached lights do not need to go into the regular blockmap
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PrevX = pos.x;
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PrevY = pos.y;
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PrevZ = pos.z;
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subsector = R_PointInSubsector(pos.x, pos.y);
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PrevX = target->_f_X();
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PrevY = target->_f_Y();
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PrevZ = target->_f_Z();
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subsector = R_PointInSubsector(target->_f_X(), target->_f_Y());
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Sector = subsector->sector;
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}
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@ -402,11 +402,9 @@ void ADynamicLight::SetOrigin(fixed_t x, fixed_t y, fixed_t z, bool moving)
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//
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//==========================================================================
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void ADynamicLight::SetOffset(fixed_t x, fixed_t y, fixed_t z)
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void ADynamicLight::SetOffset(const DVector3 &pos)
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{
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m_offX = x;
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m_offY = y;
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m_offZ = z;
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m_off = pos;
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UpdateLocation();
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}
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@ -129,10 +129,10 @@ public:
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void ApplyProperties(ADynamicLight * light) const;
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FName GetName() const { return m_Name; }
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void SetAngle(angle_t angle) { m_Angle = angle; }
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void SetParameter(double p) { m_Param = p; }
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void SetArg(int arg, BYTE val) { m_Args[arg] = val; }
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BYTE GetArg(int arg) { return m_Args[arg]; }
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void SetOffset(float* ft) { m_X = FLOAT2FIXED(ft[0]); m_Y = FLOAT2FIXED(ft[1]); m_Z = FLOAT2FIXED(ft[2]); }
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void SetOffset(float* ft) { m_Pos.X = ft[0]; m_Pos.Z = ft[1]; m_Pos.Y = ft[2]; }
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void SetSubtractive(bool subtract) { m_subtractive = subtract; }
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void SetAdditive(bool add) { m_additive = add; }
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void SetDontLightSelf(bool add) { m_dontlightself = add; }
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@ -140,8 +140,8 @@ public:
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protected:
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FName m_Name;
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unsigned char m_Args[5];
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angle_t m_Angle;
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fixed_t m_X, m_Y, m_Z;
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double m_Param;
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DVector3 m_Pos;
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ELightType m_type;
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bool m_subtractive, m_additive, m_halo, m_dontlightself;
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};
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@ -159,8 +159,9 @@ FLightDefaults::FLightDefaults(FName name, ELightType type)
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m_Name = name;
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m_type = type;
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m_X = m_Y = m_Z = 0;
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m_Pos.Zero();
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memset(m_Args, 0, 5);
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m_Param = 0;
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m_subtractive = false;
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m_additive = false;
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@ -171,16 +172,16 @@ FLightDefaults::FLightDefaults(FName name, ELightType type)
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void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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{
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light->lighttype = m_type;
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light->Angles.Yaw = ANGLE2DBL(m_Angle);
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light->SetOffset(m_X, m_Y, m_Z);
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light->Angles.Yaw.Degrees = m_Param;
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light->SetOffset(m_Pos);
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light->halo = m_halo;
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for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a] * gl_lights_intensity), 0, 255);
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light->m_intensity[0] = int(m_Args[LIGHT_INTENSITY]);
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light->m_intensity[1] = int(m_Args[LIGHT_SECONDARY_INTENSITY]);
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light->flags4&=~(MF4_ADDITIVE|MF4_SUBTRACTIVE|MF4_DONTLIGHTSELF);
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if (m_subtractive) light->flags4|=MF4_SUBTRACTIVE;
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if (m_additive) light->flags4|=MF4_ADDITIVE;
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if (m_dontlightself) light->flags4|=MF4_DONTLIGHTSELF;
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light->flags4 &= ~(MF4_ADDITIVE | MF4_SUBTRACTIVE | MF4_DONTLIGHTSELF);
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if (m_subtractive) light->flags4 |= MF4_SUBTRACTIVE;
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if (m_additive) light->flags4 |= MF4_ADDITIVE;
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if (m_dontlightself) light->flags4 |= MF4_DONTLIGHTSELF;
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}
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@ -423,7 +424,7 @@ void gl_ParsePulseLight(FScanner &sc)
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break;
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case LIGHTTAG_INTERVAL:
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floatVal = gl_ParseFloat(sc);
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defaults->SetAngle(FLOAT2ANGLE(floatVal * TICRATE));
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defaults->SetParameter(floatVal * TICRATE);
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break;
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case LIGHTTAG_SUBTRACTIVE:
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defaults->SetSubtractive(gl_ParseInt(sc) != 0);
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@ -502,7 +503,7 @@ void gl_ParseFlickerLight(FScanner &sc)
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break;
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case LIGHTTAG_CHANCE:
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floatVal = gl_ParseFloat(sc);
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defaults->SetAngle((angle_t)(floatVal * ANGLE_MAX));
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defaults->SetParameter(floatVal*360.);
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break;
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case LIGHTTAG_SUBTRACTIVE:
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defaults->SetSubtractive(gl_ParseInt(sc) != 0);
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@ -581,7 +582,7 @@ void gl_ParseFlickerLight2(FScanner &sc)
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break;
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case LIGHTTAG_INTERVAL:
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floatVal = gl_ParseFloat(sc);
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defaults->SetAngle((angle_t)(floatVal * ANGLE_MAX));
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defaults->SetParameter(floatVal * 360.);
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break;
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case LIGHTTAG_SUBTRACTIVE:
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defaults->SetSubtractive(gl_ParseInt(sc) != 0);
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@ -87,7 +87,7 @@ public:
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void Destroy();
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void Activate(AActor *activator);
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void Deactivate(AActor *activator);
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void SetOffset(fixed_t x, fixed_t y, fixed_t z);
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void SetOffset(const DVector3 &pos);
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void UpdateLocation();
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bool IsOwned() const { return owned; }
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bool IsActive() const { return !(flags2&MF2_DORMANT); }
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@ -103,7 +103,7 @@ private:
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void CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSec, float radius);
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protected:
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fixed_t m_offX, m_offY, m_offZ;
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DVector3 m_off;
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float m_currentIntensity;
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int m_tickCount;
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unsigned int m_lastUpdate;
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@ -202,10 +202,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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(r_deathcamera && camera->health <= 0))
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return;
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fixed_t ox, oy;
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P_BobWeapon (player, &player->psprites[ps_weapon], &ox, &oy);
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ofsx = FIXED2FLOAT(ox);
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ofsy = FIXED2FLOAT(oy);
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P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
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// check for fullbright
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if (player->fixedcolormap==NOFIXEDCOLORMAP)
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@ -1469,7 +1469,7 @@ void P_SpawnSpecials (void)
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else if (lines[i].args[1] == 3 || lines[i].args[1] == 4)
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{
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line_t *line = &lines[i];
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ASkyViewpoint *origin = Spawn<ASkyViewpoint>(0, 0, 0, NO_REPLACE);
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ASkyViewpoint *origin = Spawn<ASkyViewpoint>();
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origin->Sector = line->frontsector;
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origin->special1 = line->args[1] == 3? SKYBOX_PLANE:SKYBOX_HORIZON;
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