mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
git-svn-id: https://svn.eduke32.com/eduke32@1319 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
dfd2a379b1
commit
cc701a3908
3 changed files with 58 additions and 22 deletions
|
@ -597,35 +597,39 @@ static void G_MoveZombieActors(void)
|
|||
case FLOORFLAME__STATIC:
|
||||
case FIREBARREL__STATIC:
|
||||
case FIREVASE__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 4096, 255+(80<<8),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),0);
|
||||
break;
|
||||
case ATOMICHEALTH__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 128+(128<<8)+(255<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),0);
|
||||
break;
|
||||
|
||||
case FIRE__STATIC:
|
||||
case FIRE2__STATIC:
|
||||
/*
|
||||
if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
|
||||
if (s->z > ActorExtra[i].floorz+2048) break;
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 64 * s->xrepeat, 255+(80<<8),0);
|
||||
*/
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),0);
|
||||
break;
|
||||
case BURNING__STATIC:
|
||||
case BURNING2__STATIC:
|
||||
/*
|
||||
if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
|
||||
if (s->z > ActorExtra[i].floorz + 2048) break;
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 64 * s->xrepeat, 255+(80<<8),0);
|
||||
*/
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),0);
|
||||
break;
|
||||
|
||||
case EXPLOSION2__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 4096, 255+(80<<8),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),0);
|
||||
break;
|
||||
case FORCERIPPLE__STATIC:
|
||||
// case TRANSPORTERSTAR__STATIC:
|
||||
case TRANSPORTERBEAM__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 80+(80<<8)+(255<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 80+(80<<8)+(255<<16),0);
|
||||
break;
|
||||
case SHRINKEREXPLOSION__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 128+(255<<8)+(128<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),0);
|
||||
break;
|
||||
|
||||
}
|
||||
|
@ -2173,7 +2177,7 @@ CLEAR_THE_BOLT:
|
|||
case FLOORFLAME__STATIC:
|
||||
case FIREBARREL__STATIC:
|
||||
case FIREVASE__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 4096, 255+(80<<8),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),0);
|
||||
case EXPLODINGBARREL__STATIC:
|
||||
case WOODENHORSE__STATIC:
|
||||
case HORSEONSIDE__STATIC:
|
||||
|
@ -2276,7 +2280,7 @@ static void G_MoveWeapons(void)
|
|||
// A_PlaySound(WIERDSHOT_FLY,i);
|
||||
|
||||
if (ActorExtra[i].projectile.flashcolor)
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, ActorExtra[i].projectile.flashcolor,0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, ActorExtra[i].projectile.flashcolor,0);
|
||||
|
||||
if (ActorExtra[i].projectile.workslike & PROJECTILE_BOUNCESOFFWALLS)
|
||||
{
|
||||
|
@ -2723,20 +2727,20 @@ static void G_MoveWeapons(void)
|
|||
switch (DynamicTileMap[s->picnum])
|
||||
{
|
||||
case FREEZEBLAST__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 128+(128<<8)+(255<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),0);
|
||||
break;
|
||||
|
||||
case COOLEXPLOSION1__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 3072, 128+(0<<8)+(255<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 3072, 128+(0<<8)+(255<<16),0);
|
||||
break;
|
||||
|
||||
case SHRINKSPARK__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 128+(255<<8)+(128<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),0);
|
||||
break;
|
||||
|
||||
case RPG__STATIC:
|
||||
case FIRELASER__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 1024, 255+(80<<8),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 1024, 255+(80<<8),0);
|
||||
|
||||
if (DynamicTileMap[s->picnum] == RPG__STATIC && ActorExtra[i].picnum != BOSS2 &&
|
||||
s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
|
||||
|
@ -3382,14 +3386,16 @@ static void G_MoveActors(void)
|
|||
switch (DynamicTileMap[switchpicnum])
|
||||
{
|
||||
case ATOMICHEALTH__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 128+(128<<8)+(255<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),0);
|
||||
break;
|
||||
|
||||
case FIRE__STATIC:
|
||||
case FIRE2__STATIC:
|
||||
/*
|
||||
if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
|
||||
if (s->z > ActorExtra[i].floorz+2048) break;
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 64 * s->xrepeat, 255+(80<<8),0);
|
||||
*/
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),0);
|
||||
break;
|
||||
|
||||
case DUCK__STATIC:
|
||||
|
@ -5138,21 +5144,23 @@ static void G_MoveMisc(void) // STATNUM 5
|
|||
{
|
||||
case BURNING__STATIC:
|
||||
case BURNING2__STATIC:
|
||||
/*
|
||||
if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
|
||||
if (s->z > ActorExtra[i].floorz + 2048) break;
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 64 * s->xrepeat, 255+(80<<8),0);
|
||||
*/
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),0);
|
||||
break;
|
||||
|
||||
case EXPLOSION2__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 4096, 255+(80<<8),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),0);
|
||||
break;
|
||||
case FORCERIPPLE__STATIC:
|
||||
// case TRANSPORTERSTAR__STATIC:
|
||||
case TRANSPORTERBEAM__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 80+(80<<8)+(255<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 80+(80<<8)+(255<<16),0);
|
||||
break;
|
||||
case SHRINKEREXPLOSION__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 128+(255<<8)+(128<<16),0);
|
||||
G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),0);
|
||||
break;
|
||||
}
|
||||
if (!actorscrptr[sprite[i].picnum])
|
||||
|
|
|
@ -5530,6 +5530,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
|
|||
break;
|
||||
|
||||
case EXPLOSION2__STATIC:
|
||||
G_AddGameLight(0, sp->sectnum, sp->x, sp->y, sp->z-((sp->yrepeat*tilesizy[sp->picnum])<<1), 8192, 255+(80<<8),0);
|
||||
case EXPLOSION2BOT__STATIC:
|
||||
case BURNING__STATIC:
|
||||
case BURNING2__STATIC:
|
||||
|
@ -7376,7 +7377,7 @@ PALONLY:
|
|||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].x = t->x+((sintable[(t->ang+512)&2047])>>7);
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].y = t->y+((sintable[(t->ang)&2047])>>7);
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].z = t->z-1024;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].z = t->z-((t->yrepeat*tilesizy[t->picnum])<<1);
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].range = 1024;
|
||||
|
||||
|
@ -7417,7 +7418,7 @@ PALONLY:
|
|||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].x = t->x+((sintable[(t->ang+512)&2047])>>7);
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].y = t->y+((sintable[(t->ang)&2047])>>7);
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].z = t->z-1024;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].z = t->z-((t->yrepeat*tilesizy[t->picnum])<<1);
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].range = 1024;
|
||||
|
||||
|
@ -12813,7 +12814,8 @@ static int32_t G_DoMoveThings(void)
|
|||
|
||||
if (ud.recstat == 1) G_DemoRecord();
|
||||
|
||||
gamelightcount = 0;
|
||||
if (ud.pause_on == 0)
|
||||
gamelightcount = 0;
|
||||
|
||||
if (ud.pause_on == 0)
|
||||
{
|
||||
|
|
|
@ -384,6 +384,32 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
|
|||
{
|
||||
/* Custom projectiles. This is a big hack. */
|
||||
|
||||
if (ProjectileData[atwith].flashcolor)
|
||||
{
|
||||
G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7),
|
||||
s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 4096, ProjectileData[atwith].flashcolor,0);
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4);
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(s->ang)&2047])>>4);
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z-PHEIGHT;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192;
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = (s->ang+1024)&2047;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = ProjectileData[atwith].flashcolor&255;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = (ProjectileData[atwith].flashcolor>>8)&255;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = (ProjectileData[atwith].flashcolor>>16)&255;
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1;
|
||||
|
||||
if (gamelightcount < PR_MAXLIGHTS)
|
||||
gamelightcount++;
|
||||
}
|
||||
|
||||
if (ProjectileData[atwith].offset == 0) ProjectileData[atwith].offset = 1;
|
||||
|
||||
if (ProjectileData[atwith].workslike & PROJECTILE_BLOOD || ProjectileData[atwith].workslike & PROJECTILE_KNEE)
|
||||
|
|
Loading…
Reference in a new issue