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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@472 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -23,7 +23,7 @@ void lightray(float bx, float by, persistent_entity &light) // done in realt
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int l = light.attr2<<PRECBITS;
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int stepx = (int)(dx/(float)steps*PRECF);
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int stepy = (int)(dy/(float)steps*PRECF);
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int stepl = fast_f2nat(l/(float)steps); // incorrect: light will fade quicker if near edge of the world
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int stepl = (int)(l/(float)steps); // incorrect: light will fade quicker if near edge of the world
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if(hasoverbright)
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{
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@@ -39,9 +39,9 @@ void lightray(float bx, float by, persistent_entity &light) // done in realt
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if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
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int g = light.attr3<<PRECBITS;
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int stepg = fast_f2nat(g/(float)steps);
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int stepg = (int)(g/(float)steps);
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int b = light.attr4<<PRECBITS;
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int stepb = fast_f2nat(b/(float)steps);
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int stepb = (int)(b/(float)steps);
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g /= lightscale;
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stepg /= lightscale;
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b /= lightscale;
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