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First decay light effects and then decay smoke effects, because fire can create light.
Dynamic creation of light effects for fire and signal smoke (ADD_LIGHT_AFTER_EXPLOSION option). Fixed/improved code to decay light effects so that ubDuration works correctly. Note: <ubRadius> tag is not used for light effects as they cannot spread, light is always created with <ubStartRadius> and can only decay later. Improved code to decay smoke effects. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8767 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -212,7 +212,7 @@ void DecayLightEffects( UINT32 uiTime )
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BOOLEAN fAnyUpdate = FALSE;
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UINT16 usNumUpdates = 1;
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// age all active tear gas clouds, deactivate those that are just dispersing
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// age all active light effects, deactivate those that are just dispersing
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for ( cnt = 0; cnt < guiNumLightEffects; ++cnt )
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{
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pLight = &gLightEffectData[ cnt ];
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@@ -229,8 +229,8 @@ void DecayLightEffects( UINT32 uiTime )
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{
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fUpdate = TRUE;
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}
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// ATE: Do this every so ofte, to acheive the effect we want...
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else if ( (uiTime - pLight->uiTimeOfLastUpdate) > 10 )
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// ATE: Do this every so often, to achieve the effect we want...
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else if ( (uiTime - pLight->uiTimeOfLastUpdate) >= 10 )
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{
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fUpdate = TRUE;
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usNumUpdates = (UINT16)((uiTime - pLight->uiTimeOfLastUpdate) / 10);
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@@ -247,14 +247,17 @@ void DecayLightEffects( UINT32 uiTime )
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if ( pLight->ubDuration <= 0 )
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fDelete = TRUE;
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// if this cloud remains effective (duration not reached)
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// if this light remains effective (duration not reached)
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if ( pLight->bAge < pLight->ubDuration)
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{
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// calculate the new cloud radius
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// cloud expands by 1 every turn outdoors, and every other turn indoors
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if ( ( pLight->bAge % 2 ) )
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/*if ( ( pLight->bAge % 2 ) )
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{
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--pLight->bRadius;
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}*/
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if (pLight->ubDuration - pLight->bAge < pLight->bRadius)
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{
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pLight->bRadius--;
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}
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if ( pLight->bRadius == 0 )
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