- tested and fixed the attachable lights.
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5df8919b90
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8b4d85f0d7
3 changed files with 23 additions and 5 deletions
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@ -758,6 +758,12 @@ void AActor::SetDynamicLights()
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unsigned int count = 0;
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if (state == nullptr) return;
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for (const auto def : UserLights)
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{
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AttachLight(count++, def);
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}
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if (LightAssociations.Size() > 0)
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{
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unsigned int i;
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@ -838,7 +844,7 @@ int AttachLightDef(AActor *self, int _lightid, int _lightname)
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// Todo: Optimize. This may be too slow.
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auto lightdef = LightDefaults.FindEx([=](const auto &a) {
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return a->GetName() == lightid;
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return a->GetName() == lightname;
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});
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if (lightdef < LightDefaults.Size())
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{
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@ -874,7 +880,7 @@ int AttachLightDirect(AActor *self, int _lightid, int type, int color, int radiu
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userlight->SetArg(LIGHT_INTENSITY, radius1);
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userlight->SetArg(LIGHT_SECONDARY_INTENSITY, radius2);
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userlight->SetFlags(LightFlags::FromInt(flags));
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float of[] = { float(ofs_x), float(ofs_y), float(ofs_z)};
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float of[] = { float(ofs_x), float(ofs_z), float(ofs_y)};
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userlight->SetOffset(of);
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userlight->SetParameter(type == PulseLight? param*TICRATE : param*360.);
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userlight->SetSpotInnerAngle(spoti);
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