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Fix #1525
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bcf4dc5497
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2 changed files with 10 additions and 10 deletions
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@ -1260,7 +1260,7 @@ void TriggerDynamicSpotLight(const Vector3& pos, const Vector3& dir, const Color
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// Deprecated. Use above version instead.
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// Deprecated. Use above version instead.
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void TriggerDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b)
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void TriggerDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b)
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{
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{
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g_Renderer.AddDynamicPointLight(Vector3(x, y, z), (float)(falloff * UCHAR_MAX), Color(r / (float)UCHAR_MAX, g / (float)UCHAR_MAX, b / (float)UCHAR_MAX), false);
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g_Renderer.AddDynamicPointLight(Vector3(x, y, z), (float)(falloff * UCHAR_MAX), Color(r / (float)CHAR_MAX, g / (float)CHAR_MAX, b / (float)CHAR_MAX), false);
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}
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}
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void SpawnPlayerWaterSurfaceEffects(const ItemInfo& item, int waterHeight, int waterDepth)
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void SpawnPlayerWaterSurfaceEffects(const ItemInfo& item, int waterHeight, int waterDepth)
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@ -1567,7 +1567,7 @@ namespace TEN::Renderer
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RendererLight dynamicLight = {};
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RendererLight dynamicLight = {};
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dynamicLight.Color = Vector3(color.x, color.y, color.z) * 2.0f;
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dynamicLight.Color = Vector3(color.x, color.y, color.z);
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if (falloff < 8)
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if (falloff < 8)
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dynamicLight.Color *= (falloff / 8.0f);
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dynamicLight.Color *= (falloff / 8.0f);
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@ -1604,7 +1604,7 @@ namespace TEN::Renderer
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RendererLight dynamicLight = {};
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RendererLight dynamicLight = {};
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dynamicLight.Color = Vector3(color.x, color.y, color.z) * 2.0f;
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dynamicLight.Color = Vector3(color.x, color.y, color.z);
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if (radius < BLOCK(2))
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if (radius < BLOCK(2))
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dynamicLight.Color *= (radius / BLOCK(2));
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dynamicLight.Color *= (radius / BLOCK(2));
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@ -1637,13 +1637,13 @@ namespace TEN::Renderer
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return prevLight.Hash == light.Hash;
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return prevLight.Hash == light.Hash;
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});
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});
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if (it == previousList.end())
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if (it != previousList.end())
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return;
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{
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// If a matching light is found, copy its data.
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// If a matching light is found, copy its data.
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const auto& prevLight = *it;
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const auto& prevLight = *it;
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light.PrevPosition = prevLight.Position;
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light.PrevPosition = prevLight.Position;
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light.PrevDirection = prevLight.Direction;
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light.PrevDirection = prevLight.Direction;
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}
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}
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}
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// Queue dynamic light.
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// Queue dynamic light.
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