- fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors. - fixed implementation of DF2_NOAUTOAIM flag. SVN r1356 (trunk)
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11 changed files with 57 additions and 70 deletions
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@ -950,19 +950,36 @@ struct UDMFParser
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sec->ceilingplane.c = -FRACUNIT;
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sec->ceilingplane.ic = -FRACUNIT;
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// [RH] Sectors default to white light with the default fade.
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// If they are outside (have a sky ceiling), they use the outside fog.
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if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
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if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
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{
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if (fogMap == NULL)
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fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);
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sec->ColorMap = fogMap;
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// [RH] Sectors default to white light with the default fade.
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// If they are outside (have a sky ceiling), they use the outside fog.
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if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
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{
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if (fogMap == NULL)
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fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);
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sec->ColorMap = fogMap;
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}
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else
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{
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if (normMap == NULL)
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normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
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sec->ColorMap = normMap;
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}
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}
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else
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{
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if (normMap == NULL)
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normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
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sec->ColorMap = normMap;
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if (lightcolor == -1) lightcolor = PalEntry(255,255,255);
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if (fadecolor == -1)
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{
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if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
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fadecolor = level.outsidefog;
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else
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fadecolor = level.fadeto;
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}
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if (desaturation == -1) desaturation = NormalLight.Desaturate;
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sec->ColorMap = GetSpecialLights (lightcolor, fadecolor, desaturation);
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}
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}
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