also do Actor Trace for non-lightmaplights if gl_light_shadows is 2
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2 changed files with 3 additions and 1 deletions
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@ -1,4 +1,5 @@
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#pragma once
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#include "hw_cvars.h"
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#include "c_cvars.h"
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#include "actor.h"
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#include "cycler.h"
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@ -238,6 +239,7 @@ struct FDynamicLight
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bool IsSpot() const { return !!((*pLightFlags) & LF_SPOT); }
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bool IsAttenuated() const { return !!((*pLightFlags) & LF_ATTENUATE); }
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bool Trace() const { return !!((*pLightFlags) & (LF_TRACE)); }
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bool TraceActors() const { return Trace() || gl_light_shadows == 2; }
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bool DontShadowmap() const { return !!((*pLightFlags) & LF_NOSHADOWMAP); }
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bool DontLightSelf() const { return !!((*pLightFlags) & (LF_DONTLIGHTSELF|LF_DONTLIGHTACTORS)); } // dontlightactors implies dontlightself.
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bool DontLightActors() const { return !!((*pLightFlags) & LF_DONTLIGHTACTORS); }
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@ -63,7 +63,7 @@ public:
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bool TraceLightVisbility(FLightNode* node, const FVector3& L, float dist)
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{
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FDynamicLight* light = node->lightsource;
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if (!light->Trace() || !level.levelMesh || !Actor)
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if (!light->TraceActors() || !level.levelMesh || !Actor)
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return true;
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if (!ActorMoved && CurrentBit < 64)
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