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Document Light-Based Actor Flags (#1754)
* light flags template * first attempt * typo * improve names * improve comments
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+6
-2
@@ -2770,12 +2770,16 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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OPEN_DISPS(play->state.gfxCtx);
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light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
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if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
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if ((actor->flags & ACTOR_FLAG_UCODE_POINT_LIGHT_ENABLED) &&
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(play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
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light->enablePosLights = true;
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}
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Lights_BindAll(light, play->lightCtx.listHead,
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(actor->flags & (ACTOR_FLAG_10000000 | ACTOR_FLAG_400000)) ? NULL : &actor->world.pos, play);
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(actor->flags & (ACTOR_FLAG_UCODE_POINT_LIGHT_ENABLED | ACTOR_FLAG_IGNORE_LEGACY_POINT_LIGHTS))
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? NULL
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: &actor->world.pos,
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play);
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Lights_Draw(light, play->state.gfxCtx);
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if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {
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