Document Light-Based Actor Flags (#1754)

* light flags template

* first attempt

* typo

* improve names

* improve comments
This commit is contained in:
engineer124
2024-12-06 15:48:38 +11:00
committed by GitHub
parent 33e4afd4d5
commit 3c16f534de
17 changed files with 43 additions and 31 deletions
+6 -2
View File
@@ -2770,12 +2770,16 @@ void Actor_Draw(PlayState* play, Actor* actor) {
OPEN_DISPS(play->state.gfxCtx);
light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
if ((actor->flags & ACTOR_FLAG_UCODE_POINT_LIGHT_ENABLED) &&
(play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
light->enablePosLights = true;
}
Lights_BindAll(light, play->lightCtx.listHead,
(actor->flags & (ACTOR_FLAG_10000000 | ACTOR_FLAG_400000)) ? NULL : &actor->world.pos, play);
(actor->flags & (ACTOR_FLAG_UCODE_POINT_LIGHT_ENABLED | ACTOR_FLAG_IGNORE_LEGACY_POINT_LIGHTS))
? NULL
: &actor->world.pos,
play);
Lights_Draw(light, play->state.gfxCtx);
if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {