- 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.
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6 changed files with 29 additions and 36 deletions
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@ -299,25 +299,6 @@ void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &v
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}
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}
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//
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// P_RunEffects
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//
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// Run effects on all actors in the world
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//
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void P_RunEffects (FLevelLocals *Level)
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{
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AActor *actor;
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auto iterator = Level->GetThinkerIterator<AActor>();
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while ( (actor = iterator.Next ()) )
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{
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if (actor->effects || actor->fountaincolor)
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{
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P_RunEffect (actor, actor->effects);
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}
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}
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}
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//
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// JitterParticle
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//
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