Talk:Lighting effects
Revision as of 02:29, 14 December 2019 by Ryan W (talk | contribs) (HTTP->HTTPS in doomworld.com links. See here and here.)
Recent dwforums post mentioning this article: [1]. Changing it would just replace one unreferenced statement with another — a source code excerpt would be more reassuring, but I can't find one. Ryan W (talk) 16:27, 5 July 2014 (UTC)
- This is the function which thinks for a fire flicker effect every tic:
// // T_FireFlicker // void T_FireFlicker (fireflicker_t* flick) { int amount; if (--flick->count) return; amount = (P_Random()&3)*16; if (flick->sector->lightlevel - amount < flick->minlight) flick->sector->lightlevel = flick->minlight; else flick->sector->lightlevel = flick->maxlight - amount; flick->count = 4; }
- And this is the function that spawns it at level start.
// // P_SpawnFireFlicker // void P_SpawnFireFlicker (sector_t* sector) { fireflicker_t* flick; // Note that we are resetting sector attributes. // Nothing special about it during gameplay. sector->special = 0; flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0); P_AddThinker (&flick->thinker); flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker; flick->sector = sector; flick->maxlight = sector->lightlevel; flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16; flick->count = 4; }