fixed dynlights to actually work
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2664 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -16,7 +16,7 @@ header hdr;
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// mip level indistinguishable from its constituent cubes (saves considerable
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// rendering time if this is possible).
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void remip(block &b, int level)
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void remip(const block &b, int level)
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{
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if(level>=SMALLEST_FACTOR) return;
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int lighterr = getvar("lighterror")*3;
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@@ -107,7 +107,7 @@ void remip(block &b, int level)
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remip(s, level+1);
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}
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void remipmore(block &b, int level)
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void remipmore(const block &b, int level)
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{
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block bb = b;
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if(bb.x>1) bb.x--;
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@@ -273,7 +273,7 @@ void setupworld(int factor)
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void empty_world(int factor, bool force) // main empty world creation routine, if passed factor -1 will enlarge old world by 1
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{
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if(!force && noteditmode()) return;
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cleardlights();
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cleardynlights();
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pruneundos();
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clearworldsounds();
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sqr *oldworld = world;
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