Removed unused object effect lights
parent
7b286d77b5
commit
63c7b83d82
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@ -113,7 +113,6 @@ COldObject::COldObject(int id)
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m_name = "";
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m_shadowLight = -1;
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m_shadowHeight = 0.0f;
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m_effectLight = -1;
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m_effectHeight = 0.0f;
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m_linVibration = Math::Vector(0.0f, 0.0f, 0.0f);
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m_cirVibration = Math::Vector(0.0f, 0.0f, 0.0f);
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@ -245,12 +244,6 @@ void COldObject::DeleteObject(bool bAll)
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m_shadowLight = -1;
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}
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if ( m_effectLight != -1 )
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{
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m_lightMan->DeleteLight(m_effectLight);
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m_effectLight = -1;
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}
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if ( m_physics != nullptr )
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{
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m_physics->DeleteObject(bAll);
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@ -1349,13 +1342,6 @@ void COldObject::SetPartPosition(int part, const Math::Vector &pos)
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lightPos.y += m_shadowHeight;
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m_lightMan->SetLightPos(m_shadowLight, lightPos);
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}
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if ( m_effectLight != -1 )
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{
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Math::Vector lightPos = pos;
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lightPos.y += m_effectHeight;
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m_lightMan->SetLightPos(m_effectLight, lightPos);
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}
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}
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}
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@ -1683,33 +1669,9 @@ bool COldObject::CreateEffectLight(float height, Gfx::Color color)
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m_effectHeight = height;
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Gfx::Light light;
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light.type = Gfx::LIGHT_SPOT;
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light.diffuse = color;
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light.position = Math::Vector(0.0f, height, 0.0f);
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light.direction = Math::Vector(0.0f, -1.0f, 0.0f); // against the bottom
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light.spotIntensity = 0.0f;
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light.attenuation0 = 1.0f;
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light.attenuation1 = 0.0f;
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light.attenuation2 = 0.0f;
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light.spotAngle = 90.0f*Math::PI/180.0f;
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m_effectLight = m_lightMan->CreateLight();
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if ( m_effectLight == -1 ) return false;
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m_lightMan->SetLight(m_effectLight, light);
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m_lightMan->SetLightIntensity(m_effectLight, 0.0f);
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return true;
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}
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// Returns the number of light effects.
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int COldObject::GetEffectLight()
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{
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return m_effectLight;
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}
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// Creates the circular shadow underneath a vehicle.
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bool COldObject::CreateShadowCircle(float radius, float intensity,
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@ -130,7 +130,6 @@ public:
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void SetDrawFront(bool bDraw) override;
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int GetShadowLight();
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int GetEffectLight();
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void SetFloorHeight(float height);
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void FloorAdjust() override;
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@ -2870,17 +2870,10 @@ int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force)
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void CPhysics::FrameParticle(float aTime, float rTime)
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{
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Math::Vector pos;
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/*float intensity;*/
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int effectLight;
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//bool bFlash;
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m_restBreakParticle -= rTime;
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if ( aTime-m_lastPowerParticle < m_engine->ParticleAdapt(0.05f) ) return;
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m_lastPowerParticle = aTime;
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//bFlash = false;
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float energy = GetObjectEnergyLevel(m_object);
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if ( energy != m_lastEnergy ) // change the energy level?
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@ -2888,7 +2881,6 @@ void CPhysics::FrameParticle(float aTime, float rTime)
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if ( energy > m_lastEnergy ) // recharge?
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{
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PowerParticle(1.0f, false);
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//bFlash = true;
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}
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if ( energy == 0.0f || m_lastEnergy == 0.0f )
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@ -2902,28 +2894,6 @@ void CPhysics::FrameParticle(float aTime, float rTime)
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if ( m_restBreakParticle > 0.0f )
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{
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PowerParticle(m_restBreakParticle/2.5f, (energy == 0));
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//bFlash = true;
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}
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effectLight = m_object->GetEffectLight();
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if ( effectLight != -1 )
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{
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/*
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* TODO: this is supposed to flash lights of robot without power,
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* but doesn't work correctly (e.g. beginning of scene201).
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* Commenting out for the time being.
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*/
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/*if ( bFlash )
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{
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intensity = 0.0f;
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if ( Math::Rand() < 0.5f ) intensity = 1.0f;
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m_lightMan->SetLightIntensity(effectLight, intensity);
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m_lightMan->SetLightIntensitySpeed(effectLight, 10000.0f);
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}
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else
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{*/
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m_lightMan->SetLightIntensity(effectLight, 0.0f);
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/*}*/
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}
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}
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