- moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side. This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
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30 changed files with 330 additions and 429 deletions
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@ -700,7 +700,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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if (Renderer != NULL)
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{
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Renderer->StateChanged(this);
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SetDynamicLights();
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}
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return true;
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}
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@ -5074,10 +5074,7 @@ void AActor::CallBeginPlay()
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void AActor::PostBeginPlay ()
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{
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if (Renderer != NULL)
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{
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Renderer->StateChanged(this);
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}
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SetDynamicLights();
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PrevAngles = Angles;
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flags7 |= MF7_HANDLENODELAY;
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}
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