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// worldlight.cpp
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
extern bool hasoverbright;
VAR(lightscale, 1, 4, 100);
// done in realtime, needs to be fast
void
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// worldlight.cpp
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.h"
extern bool hasoverbright;
VAR(lightscale, 1, 4, 100);
// done in realtime, needs to be fast
void
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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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void
dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
DynamicEntity *owner)
{
if (!reach)
reach = dynlight;
if ([owner isKindOfClass:Monster.class])
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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