- the final batch of easy level replacements.
What's left will require a bit more work...
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11c453a71f
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30 changed files with 226 additions and 212 deletions
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@ -89,7 +89,7 @@ void FLightDefaults::ApplyProperties(FDynamicLight * light) const
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{
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float pulseTime = float(m_Param / TICRATE);
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light->m_lastUpdate = level.maptime;
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light->m_lastUpdate = light->Level->maptime;
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if (m_swapped) light->m_cycler.SetParams(float(m_Args[LIGHT_SECONDARY_INTENSITY]), float(m_Args[LIGHT_INTENSITY]), pulseTime, oldtype == PulseLight);
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else light->m_cycler.SetParams(float(m_Args[LIGHT_INTENSITY]), float(m_Args[LIGHT_SECONDARY_INTENSITY]), pulseTime, oldtype == PulseLight);
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light->m_cycler.ShouldCycle(true);
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@ -102,7 +102,7 @@ void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fo
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FTexture *tex = TexMan.GetTexture(textureid);
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if (tex && tex->isCanvas())
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{
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level.canvasTextureInfo.Add(viewpoint, textureid, fov);
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viewpoint->Level->canvasTextureInfo.Add(viewpoint, textureid, fov);
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}
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}
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}
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@ -919,7 +919,7 @@ void R_InitTranslationTables ()
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// Each player corpse has its own translation so they won't change
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// color if the player who created them changes theirs.
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for (i = 0; i < level.BODYQUESIZE; ++i)
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for (i = 0; i < FLevelLocals::BODYQUESIZE; ++i)
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{
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PushIdentityTable(TRANSLATION_PlayerCorpses);
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}
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