ref: soft: remove unused scale (remnants of r_lightmap_modulate), use integer values for non-interpolated lightstyles
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87b204c661
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1 changed files with 12 additions and 12 deletions
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@ -40,23 +40,23 @@ void GAME_EXPORT CL_RunLightStyles( void )
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int i, k, flight, clight;
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int i, k, flight, clight;
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float l, lerpfrac, backlerp;
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float l, lerpfrac, backlerp;
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float frametime = (gp_cl->time - gp_cl->oldtime);
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float frametime = (gp_cl->time - gp_cl->oldtime);
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float scale;
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lightstyle_t *ls;
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lightstyle_t *ls;
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if( !WORLDMODEL ) return;
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if( !WORLDMODEL )
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return;
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scale = 1.0f;
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if( !WORLDMODEL->lightdata )
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{
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for( i = 0; i < MAX_LIGHTSTYLES; i++ )
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tr.lightstylevalue[i] = 256 * 256;
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return;
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}
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// light animations
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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for( i = 0; i < MAX_LIGHTSTYLES; i++ )
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for( i = 0; i < MAX_LIGHTSTYLES; i++ )
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{
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{
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ls = gEngfuncs.GetLightStyle( i );
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ls = gEngfuncs.GetLightStyle( i );
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if( !WORLDMODEL->lightdata )
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{
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tr.lightstylevalue[i] = 256 * 256;
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continue;
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}
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if( !gp_cl->paused && frametime <= 0.1f )
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if( !gp_cl->paused && frametime <= 0.1f )
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ls->time += frametime; // evaluate local time
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ls->time += frametime; // evaluate local time
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@ -68,18 +68,18 @@ void GAME_EXPORT CL_RunLightStyles( void )
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if( !ls->length )
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if( !ls->length )
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{
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{
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tr.lightstylevalue[i] = 256 * scale;
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tr.lightstylevalue[i] = 256;
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continue;
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continue;
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}
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}
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else if( ls->length == 1 )
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else if( ls->length == 1 )
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{
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{
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// single length style so don't bother interpolating
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// single length style so don't bother interpolating
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tr.lightstylevalue[i] = ls->map[0] * 22 * scale;
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tr.lightstylevalue[i] = ( ls->pattern[0] - 'a' ) * 22;
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continue;
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continue;
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}
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}
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else if( !ls->interp ) // || !CVAR_TO_BOOL( cl_lightstyle_lerping ))
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else if( !ls->interp ) // || !CVAR_TO_BOOL( cl_lightstyle_lerping ))
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{
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{
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tr.lightstylevalue[i] = ls->map[flight%ls->length] * 22 * scale;
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tr.lightstylevalue[i] = ( ls->pattern[flight%ls->length] - 'a' ) * 22;
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continue;
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continue;
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}
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}
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@ -92,7 +92,7 @@ void GAME_EXPORT CL_RunLightStyles( void )
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k = ls->map[clight % ls->length];
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k = ls->map[clight % ls->length];
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l += (float)( k * 22.0f ) * lerpfrac;
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l += (float)( k * 22.0f ) * lerpfrac;
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tr.lightstylevalue[i] = (int)l * scale;
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tr.lightstylevalue[i] = (int)l;
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}
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}
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}
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}
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