- had to add a hack because some people had to exploit implementation-dependent behavior of the PulseLight type.

This commit is contained in:
Christoph Oelckers 2017-03-01 20:54:37 +01:00
commit 9b2f31e692
4 changed files with 21 additions and 12 deletions

View file

@ -204,7 +204,8 @@ void ADynamicLight::Activate(AActor *activator)
float pulseTime = specialf1 / TICRATE;
m_lastUpdate = level.maptime;
m_cycler.SetParams(float(args[LIGHT_SECONDARY_INTENSITY]), float(args[LIGHT_INTENSITY]), pulseTime);
if (!swapped) m_cycler.SetParams(float(args[LIGHT_SECONDARY_INTENSITY]), float(args[LIGHT_INTENSITY]), pulseTime);
else m_cycler.SetParams(float(args[LIGHT_INTENSITY]), float(args[LIGHT_SECONDARY_INTENSITY]), pulseTime);
m_cycler.ShouldCycle(true);
m_cycler.SetCycleType(CYCLE_Sin);
m_currentRadius = m_cycler.GetVal();