- the final batch of easy level replacements.

What's left will require a bit more work...
This commit is contained in:
Christoph Oelckers 2019-01-27 21:59:19 +01:00
commit b4acb857ad
30 changed files with 226 additions and 212 deletions

View file

@ -89,7 +89,7 @@ void FLightDefaults::ApplyProperties(FDynamicLight * light) const
{
float pulseTime = float(m_Param / TICRATE);
light->m_lastUpdate = level.maptime;
light->m_lastUpdate = light->Level->maptime;
if (m_swapped) light->m_cycler.SetParams(float(m_Args[LIGHT_SECONDARY_INTENSITY]), float(m_Args[LIGHT_INTENSITY]), pulseTime, oldtype == PulseLight);
else light->m_cycler.SetParams(float(m_Args[LIGHT_INTENSITY]), float(m_Args[LIGHT_SECONDARY_INTENSITY]), pulseTime, oldtype == PulseLight);
light->m_cycler.ShouldCycle(true);

View file

@ -102,7 +102,7 @@ void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fo
FTexture *tex = TexMan.GetTexture(textureid);
if (tex && tex->isCanvas())
{
level.canvasTextureInfo.Add(viewpoint, textureid, fov);
viewpoint->Level->canvasTextureInfo.Add(viewpoint, textureid, fov);
}
}
}

View file

@ -919,7 +919,7 @@ void R_InitTranslationTables ()
// Each player corpse has its own translation so they won't change
// color if the player who created them changes theirs.
for (i = 0; i < level.BODYQUESIZE; ++i)
for (i = 0; i < FLevelLocals::BODYQUESIZE; ++i)
{
PushIdentityTable(TRANSLATION_PlayerCorpses);
}