Add "line" suffix to the surface light keywords to clearly label their intended usage

This commit is contained in:
nashmuhandes 2022-02-20 04:28:28 +08:00
parent 957d8391b3
commit 05eed4d4a2
2 changed files with 6 additions and 6 deletions

View file

@ -75,9 +75,9 @@ thing // LightProbe (light sampling point for actors)
linedef // Line emissive surface
{
lightcolor = <int> (color, default: white)
lightintensity = <float> (default: 1)
lightdistance = <float> (default: 0, no light)
lightcolorline = <int> (color, default: white)
lightintensityline = <float> (default: 1)
lightdistanceline = <float> (default: 0, no light)
}
sector // Sector plane emissive surface

View file

@ -370,15 +370,15 @@ void FLevel::CreateLights()
for (unsigned int propIndex = 0; propIndex < line->props.Size(); propIndex++)
{
const UDMFKey &key = line->props[propIndex];
if (!stricmp(key.key, "lightcolor"))
if (!stricmp(key.key, "lightcolorline"))
{
lightcolor = atoi(key.value);
}
else if (!stricmp(key.key, "lightintensity"))
else if (!stricmp(key.key, "lightintensityline"))
{
lightintensity = atof(key.value);
}
else if (!stricmp(key.key, "lightdistance"))
else if (!stricmp(key.key, "lightdistanceline"))
{
lightdistance = atof(key.value);
}