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- tested and fixed the attachable lights.

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coelckers committed Jul 7, 2019
1 parent 5df8919 commit 8b4d85f0d70dca6c17cfde22127e2b50b70a24b4
@@ -758,6 +758,12 @@ void AActor::SetDynamicLights()
unsigned int count = 0;

if (state == nullptr) return;

for (const auto def : UserLights)
{
AttachLight(count++, def);
}

if (LightAssociations.Size() > 0)
{
unsigned int i;
@@ -838,7 +844,7 @@ int AttachLightDef(AActor *self, int _lightid, int _lightname)

// Todo: Optimize. This may be too slow.
auto lightdef = LightDefaults.FindEx([=](const auto &a) {
return a->GetName() == lightid;
return a->GetName() == lightname;
});
if (lightdef < LightDefaults.Size())
{
@@ -874,7 +880,7 @@ int AttachLightDirect(AActor *self, int _lightid, int type, int color, int radiu
userlight->SetArg(LIGHT_INTENSITY, radius1);
userlight->SetArg(LIGHT_SECONDARY_INTENSITY, radius2);
userlight->SetFlags(LightFlags::FromInt(flags));
float of[] = { float(ofs_x), float(ofs_y), float(ofs_z)};
float of[] = { float(ofs_x), float(ofs_z), float(ofs_y)};
userlight->SetOffset(of);
userlight->SetParameter(type == PulseLight? param*TICRATE : param*360.);
userlight->SetSpotInnerAngle(spoti);
@@ -1163,9 +1163,9 @@ class Actor : Thinker native
action native void A_OverlayAlpha(int layer, double alph);
action native void A_OverlayRenderStyle(int layer, int style);

action native bool A_AttachLightDef(Name lightid, Name lightdef);
action native bool A_AttachLight(Name lightid, int type, Color lightcolor, int radius1, int radius2, int flags, Vector3 ofs, double param, double spoti, double spoto, double spotp);
action mative bool A_RemoveLight(Name lightid);
native bool A_AttachLightDef(Name lightid, Name lightdef);
native bool A_AttachLight(Name lightid, int type, Color lightcolor, int radius1, int radius2, int flags = 0, Vector3 ofs = (0,0,0), double param = 0, double spoti = 10, double spoto = 25, double spotp = 0);
native bool A_RemoveLight(Name lightid);

int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0)
{
@@ -26,6 +26,18 @@ class DynamicLight : Actor
LIGHT_SCALE = 3,
};

// These are for use in A_AttachLight calls.
enum LightFlag
{
LF_SUBTRACTIVE = 1,
LF_ADDITIVE = 2,
LF_DONTLIGHTSELF = 4,
LF_ATTENUATE = 8,
LF_NOSHADOWMAP = 16,
LF_DONTLIGHTACTORS = 32,
LF_SPOT = 64
};

enum ELightType
{
PointLight,

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