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<Roma_Loom> TerminX: have you ever considered to make fire with pal 1 cast blueish light instead of default?
<TerminX> sure, I can do that git-svn-id: https://svn.eduke32.com/eduke32@1828 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 59 additions and 46 deletions
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@ -8034,6 +8034,48 @@ void G_MoveWorld(void)
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switch (DynamicTileMap[sprite[i].picnum])
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{
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case DIPSWITCH3__STATIC:
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case PULLSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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{
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int32_t x, y;
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if ((s->cstat & 32768) || A_CheckSpriteFlags(i, SPRITE_NOLIGHT) ||
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!inside(s->x+((sintable[(s->ang+512)&2047])>>9), s->y+((sintable[(s->ang)&2047])>>9), s->sectnum))
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{
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if (actor[i].lightptr != NULL)
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{
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polymer_deletelight(actor[i].lightId);
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actor[i].lightId = -1;
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actor[i].lightptr = NULL;
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}
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break;
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}
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x = ((sintable[(s->ang+512)&2047])>>7);
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y = ((sintable[(s->ang)&2047])>>7);
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s->x += x;
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s->y += y;
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 768, 255+(48<<8)+(48<<16),PR_LIGHT_PRIO_LOW);
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s->x -= x;
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s->y -= y;
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}
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break;
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case ATOMICHEALTH__STATIC:
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD2 * 3, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
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break;
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@ -8042,11 +8084,23 @@ void G_MoveWorld(void)
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case FIRE2__STATIC:
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case BURNING__STATIC:
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case BURNING2__STATIC:
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/*
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if (Actor[i].floorz - Actor[i].ceilingz < 128) break;
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if (s->z > Actor[i].floorz+2048) break;
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*/
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD2, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
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{
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uint32_t color;
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/*
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if (Actor[i].floorz - Actor[i].ceilingz < 128) break;
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if (s->z > Actor[i].floorz+2048) break;
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*/
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switch (s->pal)
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{
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case 1: color = 128+(128<<8)+(255<<16); break;
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case 2: color = 255+(48<<8)+(48<<16); break;
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case 8: color = 48+(255<<8)+(48<<16); break;
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default: color = 255+(95<<8); break;
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}
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD2, color, PR_LIGHT_PRIO_HIGH_GAME);
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}
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break;
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case OOZFILTER__STATIC:
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@ -8138,47 +8192,6 @@ void G_MoveWorld(void)
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s->y += y;
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}
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break;
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case DIPSWITCH3__STATIC:
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case PULLSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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{
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int32_t x, y;
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if ((s->cstat & 32768) || A_CheckSpriteFlags(i, SPRITE_NOLIGHT) ||
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!inside(s->x+((sintable[(s->ang+512)&2047])>>9), s->y+((sintable[(s->ang)&2047])>>9), s->sectnum))
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{
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if (actor[i].lightptr != NULL)
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{
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polymer_deletelight(actor[i].lightId);
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actor[i].lightId = -1;
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actor[i].lightptr = NULL;
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}
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break;
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}
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x = ((sintable[(s->ang+512)&2047])>>7);
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y = ((sintable[(s->ang)&2047])>>7);
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s->x += x;
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s->y += y;
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 768, 255+(48<<8)+(48<<16),PR_LIGHT_PRIO_LOW);
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s->x -= x;
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s->y -= y;
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}
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break;
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}
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}
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}
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