- added explicit fog density as a sector property, accessible through UDMF and ACS.
- allow changing sector glow information through ACS.
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11bea8249a
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9 changed files with 77 additions and 19 deletions
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@ -85,6 +85,7 @@
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#include "a_pickups.h"
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#include "a_armor.h"
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#include "a_ammo.h"
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#include "r_data/colormaps.h"
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extern FILE *Logfile;
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@ -4411,6 +4412,11 @@ enum EACSFunctions
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ACSF_SetActorFlag,
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ACSF_SetTranslation,
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// OpenGL stuff
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ACSF_SetSectorGlow = 400,
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ACSF_SetFogDensity,
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// ZDaemon
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ACSF_GetTeamScore = 19620, // (int team)
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ACSF_SetTeamScore, // (int team, int value
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@ -6065,6 +6071,38 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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return 1;
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}
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// OpenGL exclusive functions
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case ACSF_SetSectorGlow:
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{
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int which = !!args[1];
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PalEntry color(args[2], args[3], args[4]);
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float height = float(args[5]);
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if (args[2] == -1) color = -1;
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FSectorTagIterator it(args[0]);
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int s;
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while ((s = it.Next()) >= 0)
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{
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sectors[s].planes[which].GlowColor = color;
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sectors[s].planes[which].GlowHeight = height;
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}
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break;
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}
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case ACSF_SetFogDensity:
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{
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FSectorTagIterator it(args[0]);
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int s;
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int d = clamp(args[1]/2, 0, 255);
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while ((s = it.Next()) >= 0)
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{
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auto f = sectors[s].ColorMap->Fade;
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sectors[s].ColorMap = GetSpecialLights(sectors[s].ColorMap->Color, PalEntry(d, f.r, f.g, f.b), sectors[s].ColorMap->Desaturate);
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}
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break;
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}
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default:
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break;
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}
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