- fixed attached dynamic light setup.

This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.
This commit is contained in:
Christoph Oelckers 2019-08-18 13:48:52 +02:00
commit ae57bc71d4
6 changed files with 29 additions and 36 deletions

View file

@ -299,25 +299,6 @@ void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &v
}
}
//
// P_RunEffects
//
// Run effects on all actors in the world
//
void P_RunEffects (FLevelLocals *Level)
{
AActor *actor;
auto iterator = Level->GetThinkerIterator<AActor>();
while ( (actor = iterator.Next ()) )
{
if (actor->effects || actor->fountaincolor)
{
P_RunEffect (actor, actor->effects);
}
}
}
//
// JitterParticle
//