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Add "line" suffix to the surface light keywords to clearly label their intended usage
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2 changed files with 6 additions and 6 deletions
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@ -75,9 +75,9 @@ thing // LightProbe (light sampling point for actors)
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linedef // Line emissive surface
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{
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lightcolor = <int> (color, default: white)
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lightintensity = <float> (default: 1)
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lightdistance = <float> (default: 0, no light)
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lightcolorline = <int> (color, default: white)
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lightintensityline = <float> (default: 1)
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lightdistanceline = <float> (default: 0, no light)
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}
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sector // Sector plane emissive surface
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@ -370,15 +370,15 @@ void FLevel::CreateLights()
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for (unsigned int propIndex = 0; propIndex < line->props.Size(); propIndex++)
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{
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const UDMFKey &key = line->props[propIndex];
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if (!stricmp(key.key, "lightcolor"))
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if (!stricmp(key.key, "lightcolorline"))
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{
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lightcolor = atoi(key.value);
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}
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else if (!stricmp(key.key, "lightintensity"))
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else if (!stricmp(key.key, "lightintensityline"))
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{
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lightintensity = atof(key.value);
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}
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else if (!stricmp(key.key, "lightdistance"))
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else if (!stricmp(key.key, "lightdistanceline"))
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{
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lightdistance = atof(key.value);
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}
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