Convert indentation to spaces

This commit is contained in:
Eric Wasylishen 2017-08-23 12:43:29 -06:00
parent 97ab6fcdab
commit e5ac4da8a2
1 changed files with 55 additions and 55 deletions

View File

@ -397,7 +397,7 @@ AddSun(const globalconfig_t &cfg, vec3_t sunvec, vec_t light, const vec3_t color
VectorScale(sun.sunvec, -16384, sun.sunvec);
sun.sunlight = light;
VectorCopy(color, sun.sunlight_color);
sun.anglescale = sun_anglescale;
sun.anglescale = sun_anglescale;
sun.dirt = Dirt_ResolveFlag(cfg, dirtInt);
// add to list
@ -478,72 +478,72 @@ SetupSun(const globalconfig_t &cfg, vec_t light, const vec3_t color, const vec3_
static void
SetupSuns(const globalconfig_t &cfg)
{
//mxd. Arghrad-style sun setup
bool sun_deviance_set_from_light;
float sunlight = cfg.sunlight.floatValue();
float sun_deviance = cfg.sun_deviance.floatValue();
float sun_anglescale = cfg.global_anglescale.floatValue();
int sunlight_dirt = cfg.sunlight_dirt.intValue();
//mxd. Arghrad-style sun setup
bool sun_deviance_set_from_light;
float sunlight = cfg.sunlight.floatValue();
float sun_deviance = cfg.sun_deviance.floatValue();
float sun_anglescale = cfg.global_anglescale.floatValue();
int sunlight_dirt = cfg.sunlight_dirt.intValue();
vec3_t sunlight_color, sunvec;
VectorCopy(*cfg.sunlight_color.vec3Value(), sunlight_color);
VectorCopy(*cfg.sunvec.vec3Value(), sunvec);
vec3_t sunlight_color, sunvec;
VectorCopy(*cfg.sunlight_color.vec3Value(), sunlight_color);
VectorCopy(*cfg.sunvec.vec3Value(), sunvec);
for (light_t &entity : all_lights) {
if (entity.sun.intValue() == 1 && entity.light.intValue() > 0) {
// Set sun light
if (!cfg.sunlight.isLocked())
sunlight = entity.light.intValue();
for (light_t &entity : all_lights) {
if (entity.sun.intValue() == 1 && entity.light.intValue() > 0) {
// Set sun light
if (!cfg.sunlight.isLocked())
sunlight = entity.light.intValue();
// Set sun anglescale
if (!cfg.global_anglescale.isLocked() && entity.anglescale.floatValue() > 0)
sun_anglescale = entity.anglescale.floatValue();
// Set sun anglescale
if (!cfg.global_anglescale.isLocked() && entity.anglescale.floatValue() > 0)
sun_anglescale = entity.anglescale.floatValue();
// Set sun color
if (!cfg.sunlight_color.isLocked() && VectorLengthSq(*entity.color.vec3Value()) > 0)
VectorCopy(*entity.color.vec3Value(), sunlight_color);
// Set sun color
if (!cfg.sunlight_color.isLocked() && VectorLengthSq(*entity.color.vec3Value()) > 0)
VectorCopy(*entity.color.vec3Value(), sunlight_color);
// Set sun dirt
if (!cfg.sunlight_dirt.isLocked() && entity.dirt.intValue())
sunlight_dirt = entity.dirt.intValue();
// Set sun dirt
if (!cfg.sunlight_dirt.isLocked() && entity.dirt.intValue())
sunlight_dirt = entity.dirt.intValue();
// Set deviance
if (!cfg.sun_deviance.isLocked() && entity.deviance.floatValue()) {
sun_deviance = entity.deviance.floatValue();
logprint("using _sunlight_penumbra of %f degrees from light.\n", sun_deviance);
sun_deviance_set_from_light = true;
}
// Set deviance
if (!cfg.sun_deviance.isLocked() && entity.deviance.floatValue()) {
sun_deviance = entity.deviance.floatValue();
logprint("using _sunlight_penumbra of %f degrees from light.\n", sun_deviance);
sun_deviance_set_from_light = true;
}
// Set sun vector
if(!cfg.sunvec.isLocked()) {
if (entity.targetent) {
vec3_t sun_t;
EntDict_VectorForKey(*entity.targetent, "origin", sun_t);
VectorSubtract(sun_t, *entity.origin.vec3Value(), sunvec);
} else if (VectorLengthSq(*entity.mangle.vec3Value()) > 0) {
VectorCopy(*entity.mangle.vec3Value(), sunvec);
} else if (!sunvec) { // Use { 0, 0, 0 } as sun target...
logprint("WARNING: sun missing target, { 0 0 0 } used.\n");
VectorCopy(*entity.origin.vec3Value(), sunvec);
}
}
// Set sun vector
if(!cfg.sunvec.isLocked()) {
if (entity.targetent) {
vec3_t sun_t;
EntDict_VectorForKey(*entity.targetent, "origin", sun_t);
VectorSubtract(sun_t, *entity.origin.vec3Value(), sunvec);
} else if (VectorLengthSq(*entity.mangle.vec3Value()) > 0) {
VectorCopy(*entity.mangle.vec3Value(), sunvec);
} else if (!sunvec) { // Use { 0, 0, 0 } as sun target...
logprint("WARNING: sun missing target, { 0 0 0 } used.\n");
VectorCopy(*entity.origin.vec3Value(), sunvec);
}
}
// Disable the light itself...
entity.light.setFloatValue(0.0f);
// Disable the light itself...
entity.light.setFloatValue(0.0f);
// One sun will suffice...
break;
}
}
// One sun will suffice...
break;
}
}
if(!sun_deviance_set_from_light && cfg.sun_deviance.floatValue() != 0)
logprint("using _sunlight_penumbra of %f degrees from worldspawn.\n", cfg.sun_deviance.floatValue());
if(!sun_deviance_set_from_light && cfg.sun_deviance.floatValue() != 0)
logprint("using _sunlight_penumbra of %f degrees from worldspawn.\n", cfg.sun_deviance.floatValue());
const vec3_t sc = { sunlight_color[0], sunlight_color[1], sunlight_color[2] };
const vec3_t sv = { sunvec[0], sunvec[1], sunvec[2] };
const vec3_t sc = { sunlight_color[0], sunlight_color[1], sunlight_color[2] };
const vec3_t sv = { sunvec[0], sunvec[1], sunvec[2] };
SetupSun(cfg, sunlight, sc, sv, sun_anglescale, sun_deviance, sunlight_dirt);
SetupSun(cfg, sunlight, sc, sv, sun_anglescale, sun_deviance, sunlight_dirt);
if (cfg.sun2.floatValue() != 0) {
logprint("creating sun2\n");