light: trivial, remove old comment
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
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@ -556,18 +556,8 @@ SingleLightFace(const entity_t *light, lightinfo_t * l,
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lightsamp = l->lightmaps[mapnum];
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lightsamp = l->lightmaps[mapnum];
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lightcolorsamp = l->lightmapcolors[mapnum];
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lightcolorsamp = l->lightmapcolors[mapnum];
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/* TYR: The original way of doing things will generate "Too many light
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if (mapnum == l->numlightstyles) {
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* styles on a face" errors that aren't necessarily true.
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/* init a new light map */
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* This is especially likely to happen if you make styled
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* lights with delay != 0 as they are seen to be within
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* lighting distance, even though they may be on totally
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* opposite sides of the map (or separated by solid wall(s))
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*
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* We should only generate the error when if find out that the
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* face actually gets hit by the light
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*/
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if (mapnum == l->numlightstyles) { /* init a new light map */
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size = (l->texsize[1] + 1) * (l->texsize[0] + 1);
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size = (l->texsize[1] + 1) * (l->texsize[0] + 1);
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for (i = 0; i < size; i++) {
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for (i = 0; i < size; i++) {
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if (colored) {
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if (colored) {
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@ -580,7 +570,6 @@ SingleLightFace(const entity_t *light, lightinfo_t * l,
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}
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}
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/* check it for real */
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/* check it for real */
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hit = false;
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hit = false;
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c_proper++;
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c_proper++;
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