- Copied railgun sound fix from Skulltag.

- Made infighting a level flag. The old method still exists but the level flags
  will take precedence if set.



SVN r532 (trunk)
This commit is contained in:
Christoph Oelckers 2007-05-20 11:08:36 +00:00
commit f4dcfad331
9 changed files with 60 additions and 13 deletions

View file

@ -284,6 +284,9 @@ static const char *MapInfoMapLevel[] =
"compat_invisibility",
"bordertexture",
"f1", // [RC] F1 help
"noinfighting",
"normalinfighting",
"totalinfighting",
NULL
};
@ -419,6 +422,9 @@ MapHandlers[] =
{ MITYPE_COMPATFLAG, COMPATF_INVISIBILITY},
{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
{ MITYPE_F1, lioffset(f1), 0, },
{ MITYPE_SCFLAGS, LEVEL_NOINFIGHTING, ~LEVEL_TOTALINFIGHTING },
{ MITYPE_SCFLAGS, 0, ~(LEVEL_NOINFIGHTING|LEVEL_TOTALINFIGHTING)},
{ MITYPE_SCFLAGS, LEVEL_TOTALINFIGHTING, ~LEVEL_NOINFIGHTING },
};
static const char *MapInfoClusterLevel[] =
@ -2220,7 +2226,7 @@ void G_InitLevelLocals ()
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
NormalLight.Maps = realcolormaps;
//NormalLight.Color = PalEntry (255, 255, 255);
// [BB] Instead of just setting the color, we also have reset Desaturate and build the lights.
NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);