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- added explicit fog density as a sector property, accessible through UDMF and ACS.
- allow changing sector glow information through ACS.
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11bea8249a
commit
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9 changed files with 77 additions and 19 deletions
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@ -220,6 +220,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
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ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
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ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
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fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
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// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
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// a light level of 0.
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portal_ceil_alpha = <float> // translucency of ceiling portal (default is 0 (not visible))
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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@ -515,7 +515,7 @@ void GLWall::RenderFogBoundaryCompat()
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{
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// without shaders some approximation is needed. This won't look as good
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// as the shader version but it's an acceptable compromise.
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float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor);
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float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor, Colormap.fogdensity);
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float dist1 = Dist2(ViewPos.X, ViewPos.Y, glseg.x1, glseg.y1);
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float dist2 = Dist2(ViewPos.X, ViewPos.Y, glseg.x2, glseg.y2);
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@ -32,6 +32,7 @@ struct FColormap
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PalEntry FadeColor; // a is fadedensity>>1
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int desaturation;
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int blendfactor;
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int fogdensity;
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void Clear()
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{
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@ -39,6 +40,7 @@ struct FColormap
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FadeColor=0;
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desaturation = 0;
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blendfactor=0;
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fogdensity = 0;
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}
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void ClearColor()
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@ -55,6 +57,7 @@ struct FColormap
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desaturation = from->Desaturate;
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FadeColor = from->Fade;
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blendfactor = from->Color.a;
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fogdensity = from->Fade.a*2;
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return * this;
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}
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@ -294,43 +294,48 @@ void gl_SetColor(int sectorlightlevel, int rellight, const FColormap &cm, float
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//
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//==========================================================================
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float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
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float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
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{
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float density;
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if (glset.lightmode&4)
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if (glset.lightmode & 4)
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{
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// uses approximations of Legacy's default settings.
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density = fogdensity? fogdensity : 18;
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density = fogdensity ? fogdensity : 18;
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}
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else if ((fogcolor.d & 0xffffff) == 0)
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{
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// case 1: black fog
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if (glset.lightmode != 8)
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{
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density=distfogtable[glset.lightmode!=0][gl_ClampLight(lightlevel)];
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density = distfogtable[glset.lightmode != 0][gl_ClampLight(lightlevel)];
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}
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else
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{
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density = 0;
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}
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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else if (sectorfogdensity != 0)
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{
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// case 2. outsidefogdensity has already been set as needed
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density=outsidefogdensity;
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// case 2: Sector has an explicit fog density set.
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density = sectorfogdensity;
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}
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else if (fogdensity!=0)
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else if (outsidefogdensity != 0 && outsidefogcolor.a != 0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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// case 3: level has fog density set
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density=fogdensity;
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// case 3. outsidefogdensity has already been set as needed
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density = outsidefogdensity;
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}
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else if (fogdensity != 0)
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{
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// case 4: level has fog density set
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density = fogdensity;
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}
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else if (lightlevel < 248)
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{
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// case 4: use light level
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density=clamp<int>(255-lightlevel,30,255);
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// case 5: use light level
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density = clamp<int>(255 - lightlevel, 30, 255);
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}
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else
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else
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{
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density = 0.f;
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}
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@ -487,7 +492,7 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
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else if (cmap != NULL && gl_fixedcolormap == 0)
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{
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fogcolor = cmap->FadeColor;
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fogdensity = gl_GetFogDensity(lightlevel, fogcolor);
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fogdensity = gl_GetFogDensity(lightlevel, fogcolor, cmap->fogdensity);
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fogcolor.a=0;
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}
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else
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@ -18,7 +18,7 @@ void gl_SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefog
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int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon);
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void gl_SetColor(int light, int rellight, const FColormap &cm, float alpha, bool weapon=false);
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float gl_GetFogDensity(int lightlevel, PalEntry fogcolor);
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float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity);
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struct sector_t;
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bool gl_CheckFog(FColormap *cm, int lightlevel);
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bool gl_CheckFog(sector_t *frontsector, sector_t *backsector);
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@ -581,6 +581,7 @@ xx(floorglowcolor)
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xx(floorglowheight)
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xx(ceilingglowcolor)
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xx(ceilingglowheight)
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xx(fogdensity)
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// USDF keywords
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xx(Amount)
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@ -85,6 +85,7 @@
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#include "a_pickups.h"
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#include "a_armor.h"
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#include "a_ammo.h"
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#include "r_data/colormaps.h"
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extern FILE *Logfile;
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@ -4411,6 +4412,11 @@ enum EACSFunctions
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ACSF_SetActorFlag,
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ACSF_SetTranslation,
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// OpenGL stuff
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ACSF_SetSectorGlow = 400,
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ACSF_SetFogDensity,
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// ZDaemon
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ACSF_GetTeamScore = 19620, // (int team)
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ACSF_SetTeamScore, // (int team, int value
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@ -6065,6 +6071,38 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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return 1;
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}
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// OpenGL exclusive functions
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case ACSF_SetSectorGlow:
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{
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int which = !!args[1];
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PalEntry color(args[2], args[3], args[4]);
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float height = float(args[5]);
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if (args[2] == -1) color = -1;
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FSectorTagIterator it(args[0]);
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int s;
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while ((s = it.Next()) >= 0)
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{
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sectors[s].planes[which].GlowColor = color;
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sectors[s].planes[which].GlowHeight = height;
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}
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break;
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}
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case ACSF_SetFogDensity:
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{
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FSectorTagIterator it(args[0]);
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int s;
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int d = clamp(args[1]/2, 0, 255);
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while ((s = it.Next()) >= 0)
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{
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auto f = sectors[s].ColorMap->Fade;
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sectors[s].ColorMap = GetSpecialLights(sectors[s].ColorMap->Color, PalEntry(d, f.r, f.g, f.b), sectors[s].ColorMap->Desaturate);
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}
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break;
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}
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default:
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break;
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}
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@ -1279,8 +1279,9 @@ public:
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void ParseSector(sector_t *sec, int index)
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{
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int lightcolor = -1;
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int fadecolor = -1;
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PalEntry lightcolor = -1;
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PalEntry fadecolor = -1;
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int fogdensity = -1;
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int desaturation = -1;
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int fplaneflags = 0, cplaneflags = 0;
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double fp[4] = { 0 }, cp[4] = { 0 };
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@ -1461,6 +1462,10 @@ public:
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desaturation = int(255*CheckFloat(key));
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continue;
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case NAME_fogdensity:
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fogdensity = clamp(CheckInt(key), 0, 511);
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break;
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case NAME_Silent:
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Flag(sec->Flags, SECF_SILENT, key);
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continue;
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@ -1682,7 +1687,7 @@ public:
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sec->ceilingplane.set(n.X, n.Y, n.Z, cp[3]);
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}
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if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
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if (lightcolor == -1 && fadecolor == -1 && desaturation == -1 && fogdensity == -1)
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{
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// [RH] Sectors default to white light with the default fade.
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// If they are outside (have a sky ceiling), they use the outside fog.
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@ -1710,6 +1715,8 @@ public:
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fadecolor = level.fadeto;
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}
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if (desaturation == -1) desaturation = NormalLight.Desaturate;
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if (fogdensity != -1) fadecolor.a = fogdensity / 2;
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else fadecolor.a = 0;
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sec->ColorMap = GetSpecialLights (lightcolor, fadecolor, desaturation);
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}
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@ -17,6 +17,7 @@ struct FDynamicColormap
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void ChangeFade (PalEntry fadecolor);
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void ChangeColor (PalEntry lightcolor, int desaturate);
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void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
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void ChangeFogDensity(int newdensity);
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void BuildLights ();
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static void RebuildAllLights();
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