- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. SVN r991 (trunk)
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4649d011c6
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5574aaca15
6 changed files with 27 additions and 29 deletions
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@ -1601,7 +1601,6 @@ void P_FinishLoadingLineDef(line_t *ld, int alpha)
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ld->backsector = ld->sidenum[1]!=NO_SIDE ? sides[ld->sidenum[1]].sector : 0;
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float dx = FIXED2FLOAT(ld->v2->x - ld->v1->x);
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float dy = FIXED2FLOAT(ld->v2->y - ld->v1->y);
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SBYTE light;
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int linenum = ld-lines;
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if (ld->frontsector == NULL)
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@ -1611,20 +1610,16 @@ void P_FinishLoadingLineDef(line_t *ld, int alpha)
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// [RH] Set some new sidedef properties
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int len = (int)(sqrtf (dx*dx + dy*dy) + 0.5f);
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light = dy == 0 ? level.WallHorizLight :
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dx == 0 ? level.WallVertLight : 0;
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if (ld->sidenum[0] != NO_SIDE)
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{
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sides[ld->sidenum[0]].linenum = linenum;
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sides[ld->sidenum[0]].TexelLength = len;
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sides[ld->sidenum[0]].Light = light;
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}
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if (ld->sidenum[1] != NO_SIDE)
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{
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sides[ld->sidenum[1]].linenum = linenum;
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sides[ld->sidenum[1]].TexelLength = len;
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sides[ld->sidenum[1]].Light = light;
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}
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switch (ld->special)
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@ -2171,6 +2166,7 @@ void P_LoadSideDefs2 (MapData * map)
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sd->SetTextureXOffset(LittleShort(msd->textureoffset)<<FRACBITS);
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sd->SetTextureYOffset(LittleShort(msd->rowoffset)<<FRACBITS);
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sd->linenum = NO_INDEX;
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sd->Flags = WALLF_AUTOCONTRAST;
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// killough 4/4/98: allow sidedef texture names to be overloaded
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// killough 4/11/98: refined to allow colormaps to work as wall
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