- had to add a hack because some people had to exploit implementation-dependent behavior of the PulseLight type.
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4 changed files with 21 additions and 12 deletions
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@ -204,7 +204,8 @@ void ADynamicLight::Activate(AActor *activator)
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float pulseTime = specialf1 / TICRATE;
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m_lastUpdate = level.maptime;
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m_cycler.SetParams(float(args[LIGHT_SECONDARY_INTENSITY]), float(args[LIGHT_INTENSITY]), pulseTime);
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if (!swapped) m_cycler.SetParams(float(args[LIGHT_SECONDARY_INTENSITY]), float(args[LIGHT_INTENSITY]), pulseTime);
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else m_cycler.SetParams(float(args[LIGHT_INTENSITY]), float(args[LIGHT_SECONDARY_INTENSITY]), pulseTime);
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m_cycler.ShouldCycle(true);
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m_cycler.SetCycleType(CYCLE_Sin);
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m_currentRadius = m_cycler.GetVal();
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