Add per-tier sidedef light levels to UDMF maps
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a9eaae074f
commit
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13 changed files with 150 additions and 69 deletions
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@ -687,7 +687,7 @@ namespace swrenderer
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}
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}
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void ProjectedWallLight::SetColormap(const sector_t *frontsector, seg_t *lineseg, lightlist_t *lit)
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void ProjectedWallLight::SetColormap(const sector_t *frontsector, seg_t *lineseg, int tier, lightlist_t *lit)
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{
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if (!lit)
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{
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@ -695,7 +695,7 @@ namespace swrenderer
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foggy = frontsector->Level->fadeto || frontsector->Colormap.FadeColor || (frontsector->Level->flags & LEVEL_HASFADETABLE);
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if (!(lineseg->sidedef->Flags & WALLF_POLYOBJ))
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lightlevel = lineseg->sidedef->GetLightLevel(foggy, frontsector->lightlevel);
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lightlevel = lineseg->sidedef->GetLightLevel(foggy, frontsector->lightlevel, tier);
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else
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lightlevel = frontsector->GetLightLevel();
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}
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@ -703,7 +703,7 @@ namespace swrenderer
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{
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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foggy = frontsector->Level->fadeto || basecolormap->Fade || (frontsector->Level->flags & LEVEL_HASFADETABLE);
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lightlevel = lineseg->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
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lightlevel = lineseg->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, tier, lit->lightsource != nullptr);
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}
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}
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}
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