Fix off-by-one bug in looping palette lights.
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parent
1b75ebb432
commit
4df4542540
2 changed files with 5 additions and 5 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r71 \cu(Fri 3 Dec 12:27:34 CET 2021)\c-";
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SWWM_SHORTVER="\cw1.2pre r71 \cu(2021-12-03 12:27:34)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r72 \cu(Sat 4 Dec 21:50:50 CET 2021)\c-";
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SWWM_SHORTVER="\cw1.2pre r72 \cu(2021-12-04 21:50:50)\c-";
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@ -15,7 +15,7 @@ Class PaletteLight : PointLight
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}
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private void UpdateLight()
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{
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int index = clamp(255-((255*ReactionTime)/abs(InitialReactionTime)),0,255);
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int index = clamp(255-((255*ReactionTime)/InitialReactionTime),0,255);
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args[LIGHT_RED] = pal[index].r;
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args[LIGHT_GREEN] = pal[index].g;
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args[LIGHT_BLUE] = pal[index].b;
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@ -23,7 +23,6 @@ Class PaletteLight : PointLight
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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InitialReactionTime = ReactionTime;
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String palname = GetTag();
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int sep = palname.IndexOf(",");
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int palnum = 0;
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@ -43,9 +42,10 @@ Class PaletteLight : PointLight
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}
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if ( ReactionTime < 0 )
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{
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ReactionTime = -ReactionTime;
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ReactionTime = abs(ReactionTime)-1;
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IsLooping = true;
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}
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InitialReactionTime = ReactionTime;
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UpdateLight();
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}
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override void Tick()
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