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Light SE changes... helixhorned's idea
git-svn-id: https://svn.eduke32.com/eduke32@1349 1a8010ca-5511-0410-912e-c29ae57300e0
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5 changed files with 86 additions and 40 deletions
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@ -7541,7 +7541,18 @@ static void G_MoveEffectors(void) //STATNUM 3
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 0;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = SA;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = SH;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = SS;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].minshade = sprite[i].xoffset;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].maxshade = sprite[i].yoffset;
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if (CS & 2)
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{
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if (CS & 512)
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 2;
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else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1;
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} else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0;
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if (gamelightcount < PR_MAXLIGHTS)
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gamelightcount++;
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break;
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@ -7565,11 +7576,22 @@ static void G_MoveEffectors(void) //STATNUM 3
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = hictinting[PL].g;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = hictinting[PL].b;
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}
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = (256-(SS+128))<<1;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius * 0.75;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = SA;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = SH;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = SS;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].minshade = sprite[i].xoffset;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].maxshade = sprite[i].yoffset;
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if (CS & 2)
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{
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if (CS & 512)
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 2;
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else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1;
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} else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0;
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if (gamelightcount < PR_MAXLIGHTS)
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gamelightcount++;
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break;
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@ -49,7 +49,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include <shellapi.h>
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#endif
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#define BUILDDATE " 20090313"
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#define BUILDDATE " 20090426"
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#define VERSION " 1.2.0devel"
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static int32_t floor_over_floor;
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@ -9786,53 +9786,76 @@ void ExtAnalyzeSprites(void)
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{
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if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 49)
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{
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gamelights[gamelightcount].sector = SECT;
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gamelights[gamelightcount].x = SX;
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gamelights[gamelightcount].y = SY;
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gamelights[gamelightcount].z = SZ;
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gamelights[gamelightcount].range = SHT;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = SECT;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = SX;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = SY;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = SZ;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = SHT;
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if ((sprite[i].xvel | sprite[i].yvel | sprite[i].zvel) != 0)
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{
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gamelights[gamelightcount].color[0] = sprite[i].xvel;
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gamelights[gamelightcount].color[1] = sprite[i].yvel;
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gamelights[gamelightcount].color[2] = sprite[i].zvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = sprite[i].xvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = sprite[i].yvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = sprite[i].zvel;
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}
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else
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{
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gamelights[gamelightcount].color[0] = hictinting[PL].r;
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gamelights[gamelightcount].color[1] = hictinting[PL].g;
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gamelights[gamelightcount].color[2] = hictinting[PL].b;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = hictinting[PL].r;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = hictinting[PL].g;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = hictinting[PL].b;
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}
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gamelights[gamelightcount].radius = 0;
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gamelights[gamelightcount].angle = SA;
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gamelights[gamelightcount].horiz = SH;
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gamelights[gamelightcount].priority = SS;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 0;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = SA;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = SH;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].minshade = sprite[i].xoffset;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].maxshade = sprite[i].yoffset;
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// gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = SS;
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if (CS & 2)
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{
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if (CS & 512)
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 2;
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else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1;
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} else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0;
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gamelightcount++;
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}
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if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 50)
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{
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gamelights[gamelightcount].sector = SECT;
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gamelights[gamelightcount].x = SX;
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gamelights[gamelightcount].y = SY;
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gamelights[gamelightcount].z = SZ;
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gamelights[gamelightcount].range = SHT;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = SECT;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = SX;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = SY;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = SZ;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = SHT;
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if ((sprite[i].xvel | sprite[i].yvel | sprite[i].zvel) != 0)
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{
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gamelights[gamelightcount].color[0] = sprite[i].xvel;
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gamelights[gamelightcount].color[1] = sprite[i].yvel;
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gamelights[gamelightcount].color[2] = sprite[i].zvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = sprite[i].xvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = sprite[i].yvel;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = sprite[i].zvel;
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}
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else
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{
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gamelights[gamelightcount].color[0] = hictinting[PL].r;
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gamelights[gamelightcount].color[1] = hictinting[PL].g;
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gamelights[gamelightcount].color[2] = hictinting[PL].b;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = hictinting[PL].r;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = hictinting[PL].g;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = hictinting[PL].b;
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}
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gamelights[gamelightcount].radius = 256;
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gamelights[gamelightcount].faderadius = 200;
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gamelights[gamelightcount].angle = SA;
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gamelights[gamelightcount].horiz = SH;
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gamelights[gamelightcount].priority = SS;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = (256-(SS+128))<<1;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius * 0.75;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = SA;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = SH;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].minshade = sprite[i].xoffset;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].maxshade = sprite[i].yoffset;
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if (CS & 2)
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{
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if (CS & 512)
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 2;
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else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1;
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} else
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0;
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gamelightcount++;
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}
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}
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@ -6086,6 +6086,9 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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break;
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case SECTOREFFECTOR__STATIC:
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sp->cstat |= 32768;
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sp->xrepeat = sp->yrepeat = 0;
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switch (sp->lotag)
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{
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@ -6097,8 +6100,6 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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}
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sp->yvel = sector[sect].extra;
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sp->cstat |= 32768;
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sp->xrepeat = sp->yrepeat = 0;
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switch (sp->lotag)
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{
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@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//-------------------------------------------------------------------------
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#include "duke3d.h"
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const char *s_buildDate = "20090424";
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const char *s_buildDate = "20090426";
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char *MusicPtr = NULL;
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int32_t g_musicSize;
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@ -975,7 +975,7 @@ static inline void prelevel(char g)
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case LOCATORS__STATIC:
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case MASTERSWITCH__STATIC:
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case RESPAWN__STATIC:
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sprite[i].cstat = 0;
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sprite[i].cstat &= ~(1|256);
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break;
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}
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i = nexti;
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