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Fix to prevent rain and storm from happening at once
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1534 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-9
@@ -573,10 +573,12 @@ UINT8 ubTravelCost;
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//bDirection = atan8( iX, iY, iSrcX, iSrcY );
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bDirection = atan8( iSrcX, iSrcY, iX, iY );
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#if 0
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if ( usTileNo == 20415 && bDirection == 3 )
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{
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int i = 0;
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}
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#endif
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ubTravelCost = gubWorldMovementCosts[ usTileNo ][ bDirection ][ 0 ];
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@@ -781,10 +783,10 @@ void LightAddTileNode(LEVELNODE *pNode, UINT32 uiLightType, UINT8 ubShadeAdd, BO
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{
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INT16 sSum;
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pNode->ubSumLights += ubShadeAdd;
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pNode->ubSumLights = pNode->ubSumLights + ubShadeAdd;
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if (fFake)
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{
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pNode->ubFakeShadeLevel += ubShadeAdd;
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pNode->ubFakeShadeLevel = pNode->ubFakeShadeLevel + ubShadeAdd;
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}
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// Now set max
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@@ -815,7 +817,7 @@ INT16 sSum;
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}
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else
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{
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pNode->ubSumLights -= ubShadeSubtract;
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pNode->ubSumLights = pNode->ubSumLights - ubShadeSubtract;
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}
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if (fFake)
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{
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@@ -825,7 +827,7 @@ INT16 sSum;
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}
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else
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{
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pNode->ubFakeShadeLevel -= ubShadeSubtract;
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pNode->ubFakeShadeLevel = pNode->ubFakeShadeLevel - ubShadeSubtract;
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}
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}
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@@ -950,7 +952,7 @@ BOOLEAN fFake;
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}
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if(uiFlags&LIGHT_BACKLIGHT)
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ubShadeAdd=(INT16)ubShade*7/10;
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ubShadeAdd=(UINT8)((UINT16)ubShade*7/10);
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pMerc = gpWorldLevelData[uiTile].pMercHead;
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while(pMerc!=NULL)
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@@ -1093,7 +1095,7 @@ BOOLEAN fFake; // only passed in to land and roof layers; others get fed FALSE
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}
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if(uiFlags&LIGHT_BACKLIGHT)
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ubShadeSubtract=(INT16)ubShade*7/10;
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ubShadeSubtract=(UINT8) ((UINT16)ubShade*7/10);
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pMerc = gpWorldLevelData[uiTile].pMercHead;
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while(pMerc!=NULL)
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@@ -1423,7 +1425,7 @@ UINT16 LightGetLastNode(INT32 iLight)
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***************************************************************************************/
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BOOLEAN LightAddNode(INT32 iLight, INT16 iHotSpotX, INT16 iHotSpotY, INT16 iX, INT16 iY, UINT8 ubIntensity, UINT16 uiFlags)
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{
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BOOLEAN fDuplicate=FALSE;
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//BOOLEAN fDuplicate=FALSE;
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DOUBLE dDistance;
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UINT8 ubShade;
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INT32 iLightDecay;
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@@ -1585,7 +1587,7 @@ BOOLEAN fInsertNodes=FALSE;
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for (i=0; i<=XDelta; i++)
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{
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LightInsertNode(iLight, usCurNode, iStartX, iStartY, iXPos, iYPos, ubStartIntens, usFlags);
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iXPos+=XAdvance;
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iXPos=iXPos+XAdvance;
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}
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}
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else
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@@ -1593,7 +1595,7 @@ BOOLEAN fInsertNodes=FALSE;
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for (i=0; i<=XDelta; i++)
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{
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LightAddNode(iLight, iStartX, iStartY, iXPos, iYPos, ubStartIntens, usFlags);
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iXPos+=XAdvance;
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iXPos=iXPos+XAdvance;
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}
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}
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return(TRUE);
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