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// worldlight.cpp
#include "cube.h"
extern bool hasoverbright;
VAR(lightscale, 1, 4, 100);
void
lightray(float bx, float by,
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// worldlight.cpp
#include "cube.h"
#import "DynamicEntity.h"
extern bool hasoverbright;
VAR(lightscale, 1, 4, 100);
void
lightray(float bx, float by,
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blockpaste(*backup);
free(backup);
}
}
void
dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength,
dynent *owner)
{
if (!reach)
reach = dynlight;
if (owner->monsterstate)
reach = reach / 2;
if (!reach)
return;
if (v.x < 0 || v.y < 0 || v.x > ssize || v.y > ssize)
return;
int creach = reach + 16; // dependant on lightray random offsets!
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blockpaste(*backup);
free(backup);
}
}
void
dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength,
DynamicEntity *owner)
{
if (!reach)
reach = dynlight;
if (owner.monsterstate)
reach = reach / 2;
if (!reach)
return;
if (v.x < 0 || v.y < 0 || v.x > ssize || v.y > ssize)
return;
int creach = reach + 16; // dependant on lightray random offsets!
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