add light_noshadowmap/light_dontlightactors/light_dontlightmap to UDMF
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5 changed files with 36 additions and 0 deletions
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@ -432,6 +432,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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light_strength = <float>; // Light strenght for Inverse-square falloff lights. Default = 0.0 (auto)
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light_noshadowmap = <bool>; // Disable shadows for light
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light_dontlightactors = <bool>; // Don't light actors
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light_dontlightmap = <bool>; // Don't light map geometry
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friendlyseeblocks = <int>; // How far (in block units) a friendly monster can see other monsters. Default 10
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@ -385,6 +385,9 @@ struct FMapThing
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FName arg0str;
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double SoftShadowRadius;
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double LightStrength;
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bool LightNoShadowMap;
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bool LightDontLightActors;
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bool LightDontLightMap;
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};
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@ -800,6 +800,18 @@ public:
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th->LightStrength = CheckFloat(key);
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break;
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case NAME_light_noshadowmap:
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th->LightNoShadowMap = CheckBool(key);
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break;
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case NAME_light_dontlightactors:
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th->LightDontLightActors = CheckBool(key);
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break;
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case NAME_light_dontlightmap:
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th->LightDontLightMap = CheckBool(key);
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break;
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case NAME_lm_suncolor:
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CHECK_N(Zd | Zdt)
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if (CheckInt(key) < 0 || CheckInt(key) > 0xFFFFFF)
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@ -872,6 +872,9 @@ xx(lm_suncolor)
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// Light keywords
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xx(light_softshadowradius)
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xx(light_strength)
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xx(light_noshadowmap)
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xx(light_dontlightactors)
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xx(light_dontlightmap)
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xx(skew_bottom_type)
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xx(skew_middle_type)
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@ -6218,6 +6218,21 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
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{
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mobj->FloatVar(NAME_LightStrength) = mthing->LightStrength;
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}
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if (mthing->LightNoShadowMap)
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{
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mobj->IntVar(NAME_lightflags) |= LF_NOSHADOWMAP;
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}
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if (mthing->LightDontLightActors)
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{
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mobj->IntVar(NAME_lightflags) |= LF_DONTLIGHTACTORS;
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}
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if (mthing->LightDontLightMap)
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{
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mobj->IntVar(NAME_lightflags) |= LF_DONTLIGHTMAP;
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}
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}
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mobj->CallBeginPlay ();
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