vertex lighting option for mapmodels
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2656 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -137,6 +137,14 @@ void postlightarea(block &a) // median filter, smooths out random noise in li
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remip(a);
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}
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int lastcalclight = 0;
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void fullbrightlight(int level)
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{
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loopi(mipsize) world[i].r = world[i].g = world[i].b = level;
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lastcalclight = totalmillis;
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}
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void calclight()
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{
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loop(x,ssize) loop(y,ssize)
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@@ -154,6 +162,7 @@ void calclight()
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block b = { 1, 1, ssize-2, ssize-2 };
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postlightarea(b);
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setvar("fullbright", 0);
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lastcalclight = totalmillis;
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}
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VARP(dynlight, 0, 16, 32);
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@@ -167,6 +176,7 @@ void cleardlights()
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block *backup = dlights.pop();
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blockpaste(*backup);
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freeblock(backup);
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lastcalclight = totalmillis;
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}
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}
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@@ -187,6 +197,7 @@ void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
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persistent_entity l((int)v.x, (int)v.y, (int)v.z, LIGHT, reach, strength, 0, 0);
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calclightsource(l);
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postlightarea(b);
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lastcalclight = totalmillis;
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}
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// utility functions also used by editing code
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