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