engine tweak: cleaning up calclight
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+11
-10
@@ -162,19 +162,20 @@ VARF(ambient, 0, 0, 0xFFFFFF, if(!noteditmode("ambient")) { hdr.ambient = ambien
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void calclight()
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{
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bvec acol((hdr.ambient>>16)&0xFF, (hdr.ambient>>8)&0xFF, hdr.ambient&0xFF);
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if(!acol.x && !acol.y)
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uchar r = (hdr.ambient>>16) & 0xFF, g = (hdr.ambient>>8) & 0xFF, b = hdr.ambient & 0xFF;
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if(!r && !g)
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{
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if(!acol.z) acol.z = 10;
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acol.x = acol.y = acol.z;
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if(!b) b = 10;
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r = g = b;
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}
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else if(!maxtmus) acol.x = acol.y = acol.z = max(max(acol.x, acol.y), acol.z); // the old (white) light code, here for the few people with old video cards that don't support overbright
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loop(x,ssize) loop(y,ssize)
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else if(!maxtmus) r = g = b = max(max(r, g), b); // the old (white) light code, here for the few people with old video cards that don't support overbright
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sqr *s = S(0,0);
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loopirev(cubicsize)
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{
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sqr *s = S(x,y);
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s->r = acol.x;
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s->g = acol.y;
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s->b = acol.z;
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s->r = r;
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s->g = g;
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s->b = b;
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s++;
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}
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uint keep = randomMT();
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