forked from KolibriOS/kolibrios
358 lines
6.5 KiB
C
358 lines
6.5 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Handle Sector base lighting effects.
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// Muzzle flash?
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: p_lights.c,v 1.5 1997/02/03 22:45:11 b1 Exp $";
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#include "z_zone.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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// State.
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#include "r_state.h"
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//
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// FIRELIGHT FLICKER
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//
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//
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// T_FireFlicker
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//
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void T_FireFlicker (fireflicker_t* flick)
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{
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int amount;
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if (--flick->count)
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return;
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amount = (P_Random()&3)*16;
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if (flick->sector->lightlevel - amount < flick->minlight)
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flick->sector->lightlevel = flick->minlight;
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else
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flick->sector->lightlevel = flick->maxlight - amount;
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flick->count = 4;
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}
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//
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// P_SpawnFireFlicker
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//
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void P_SpawnFireFlicker (sector_t* sector)
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{
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fireflicker_t* flick;
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// Note that we are resetting sector attributes.
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// Nothing special about it during gameplay.
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sector->special = 0;
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flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
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P_AddThinker (&flick->thinker);
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flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker;
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flick->sector = sector;
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flick->maxlight = sector->lightlevel;
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flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
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flick->count = 4;
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}
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//
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// BROKEN LIGHT FLASHING
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//
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//
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// T_LightFlash
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// Do flashing lights.
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//
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void T_LightFlash (lightflash_t* flash)
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{
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if (--flash->count)
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return;
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if (flash->sector->lightlevel == flash->maxlight)
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{
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flash-> sector->lightlevel = flash->minlight;
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flash->count = (P_Random()&flash->mintime)+1;
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}
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else
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{
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flash-> sector->lightlevel = flash->maxlight;
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flash->count = (P_Random()&flash->maxtime)+1;
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}
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}
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//
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// P_SpawnLightFlash
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// After the map has been loaded, scan each sector
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// for specials that spawn thinkers
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//
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void P_SpawnLightFlash (sector_t* sector)
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{
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lightflash_t* flash;
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// nothing special about it during gameplay
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sector->special = 0;
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flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
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P_AddThinker (&flash->thinker);
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flash->thinker.function.acp1 = (actionf_p1) T_LightFlash;
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flash->sector = sector;
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flash->maxlight = sector->lightlevel;
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flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
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flash->maxtime = 64;
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flash->mintime = 7;
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flash->count = (P_Random()&flash->maxtime)+1;
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}
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//
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// STROBE LIGHT FLASHING
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//
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//
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// T_StrobeFlash
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//
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void T_StrobeFlash (strobe_t* flash)
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{
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if (--flash->count)
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return;
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if (flash->sector->lightlevel == flash->minlight)
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{
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flash-> sector->lightlevel = flash->maxlight;
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flash->count = flash->brighttime;
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}
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else
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{
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flash-> sector->lightlevel = flash->minlight;
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flash->count =flash->darktime;
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}
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}
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//
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// P_SpawnStrobeFlash
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// After the map has been loaded, scan each sector
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// for specials that spawn thinkers
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//
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void
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P_SpawnStrobeFlash
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( sector_t* sector,
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int fastOrSlow,
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int inSync )
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{
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strobe_t* flash;
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flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
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P_AddThinker (&flash->thinker);
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flash->sector = sector;
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flash->darktime = fastOrSlow;
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flash->brighttime = STROBEBRIGHT;
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flash->thinker.function.acp1 = (actionf_p1) T_StrobeFlash;
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flash->maxlight = sector->lightlevel;
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flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
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if (flash->minlight == flash->maxlight)
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flash->minlight = 0;
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// nothing special about it during gameplay
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sector->special = 0;
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if (!inSync)
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flash->count = (P_Random()&7)+1;
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else
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flash->count = 1;
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}
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//
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// Start strobing lights (usually from a trigger)
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//
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void EV_StartLightStrobing(line_t* line)
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{
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int secnum;
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sector_t* sec;
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secnum = -1;
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while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
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{
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sec = §ors[secnum];
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if (sec->specialdata)
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continue;
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P_SpawnStrobeFlash (sec,SLOWDARK, 0);
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}
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}
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//
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// TURN LINE'S TAG LIGHTS OFF
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//
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void EV_TurnTagLightsOff(line_t* line)
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{
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int i;
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int j;
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int min;
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sector_t* sector;
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sector_t* tsec;
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line_t* templine;
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sector = sectors;
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for (j = 0;j < numsectors; j++, sector++)
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{
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if (sector->tag == line->tag)
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{
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min = sector->lightlevel;
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for (i = 0;i < sector->linecount; i++)
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{
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templine = sector->lines[i];
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tsec = getNextSector(templine,sector);
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if (!tsec)
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continue;
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if (tsec->lightlevel < min)
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min = tsec->lightlevel;
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}
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sector->lightlevel = min;
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}
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}
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}
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//
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// TURN LINE'S TAG LIGHTS ON
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//
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void
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EV_LightTurnOn
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( line_t* line,
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int bright )
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{
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int i;
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int j;
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sector_t* sector;
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sector_t* temp;
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line_t* templine;
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sector = sectors;
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for (i=0;i<numsectors;i++, sector++)
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{
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if (sector->tag == line->tag)
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{
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// bright = 0 means to search
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// for highest light level
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// surrounding sector
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if (!bright)
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{
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for (j = 0;j < sector->linecount; j++)
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{
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templine = sector->lines[j];
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temp = getNextSector(templine,sector);
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if (!temp)
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continue;
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if (temp->lightlevel > bright)
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bright = temp->lightlevel;
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}
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}
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sector-> lightlevel = bright;
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}
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}
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}
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//
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// Spawn glowing light
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//
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void T_Glow(glow_t* g)
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{
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switch(g->direction)
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{
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case -1:
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// DOWN
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g->sector->lightlevel -= GLOWSPEED;
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if (g->sector->lightlevel <= g->minlight)
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{
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g->sector->lightlevel += GLOWSPEED;
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g->direction = 1;
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}
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break;
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case 1:
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// UP
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g->sector->lightlevel += GLOWSPEED;
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if (g->sector->lightlevel >= g->maxlight)
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{
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g->sector->lightlevel -= GLOWSPEED;
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g->direction = -1;
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}
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break;
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}
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}
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void P_SpawnGlowingLight(sector_t* sector)
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{
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glow_t* g;
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g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
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P_AddThinker(&g->thinker);
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g->sector = sector;
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g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
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g->maxlight = sector->lightlevel;
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g->thinker.function.acp1 = (actionf_p1) T_Glow;
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g->direction = -1;
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sector->special = 0;
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}
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