Disable light-level code as it's not used currently.
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7ebf1b6ef4
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117db06048
3 changed files with 8 additions and 3 deletions
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@ -370,7 +370,7 @@ public:
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red = green = blue = 0;
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}
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inline const int avg (void) const {
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inline int avg (void) const {
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return (red + green + blue) / (sizeof (SimpleColor) / sizeof (int));
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}
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};
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@ -407,7 +407,7 @@ private:
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model_t *m_worldModel;
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public:
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LightMeasure (void) : m_worldModel (nullptr), m_doAnimation (false) {
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LightMeasure (void) : m_doAnimation (false), m_worldModel (nullptr) {
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initializeLightstyles ();
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m_point.reset ();
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}
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@ -1370,17 +1370,22 @@ void Waypoint::initVisibility (void) {
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void Waypoint::initLightLevels (void) {
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// this function get's the light level for each waypoin on the map
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// @todo: re-enable when working on flashlights
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illum.enableAnimation (false);
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return;
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#if 0
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// no waypoints ? no light levels, and only one-time init
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if (!m_numWaypoints || !cr::fzero (m_waypointLightLevel[0])) {
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return;
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}
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engine.print ("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1");
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// update light levels for all waypoints
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for (int i = 0; i < m_numWaypoints; i++) {
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m_waypointLightLevel[i] = illum.getLightLevel (m_paths[i]->origin);
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}
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// disable lightstyle animations on finish (will be auto-enabled on mapchange)
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illum.enableAnimation (false);
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#endif
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}
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void Waypoint::initTypes (void) {
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