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Rework pulsing light sources (bug #4615)
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@ -105,6 +105,7 @@
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Bug #4591: Attack strength should be 0 if player did not hold the attack button
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Bug #4591: Attack strength should be 0 if player did not hold the attack button
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Bug #4597: <> operator causes a compile error
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Bug #4597: <> operator causes a compile error
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Bug #4604: Picking up gold from the ground only makes 1 grabbed
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Bug #4604: Picking up gold from the ground only makes 1 grabbed
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Bug #4615: Flicker effects for light sources are handled incorrectly
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Feature #1645: Casting effects from objects
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Feature #1645: Casting effects from objects
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #3083: Play animation when NPC is casting spell via script
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Feature #3083: Play animation when NPC is casting spell via script
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@ -73,17 +73,15 @@ namespace SceneUtil
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float cycle_time;
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float cycle_time;
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float time_distortion;
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float time_distortion;
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const float pi = 3.14159265359;
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if(mType == LT_Pulse || mType == LT_PulseSlow)
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if(mType == LT_Pulse || mType == LT_PulseSlow)
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{
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{
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cycle_time = 2.0f * pi;
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cycle_time = 2.0f * osg::PI;
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time_distortion = mType == LT_Pulse ? 20.0f : 4.f;
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time_distortion = 3.0f;
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}
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}
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else
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else
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{
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{
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static const float fa = 0.785398f;
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static const float fa = osg::PI / 4.0f;
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static const float phase_wavelength = 120.0f * pi / fa;
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static const float phase_wavelength = 120.0f * osg::PI / fa;
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cycle_time = 500.0f;
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cycle_time = 500.0f;
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mPhase = std::fmod(mPhase + dt, phase_wavelength);
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mPhase = std::fmod(mPhase + dt, phase_wavelength);
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@ -94,12 +92,14 @@ namespace SceneUtil
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if(mDirection > 0 && mDeltaCount > +cycle_time)
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if(mDirection > 0 && mDeltaCount > +cycle_time)
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{
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{
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mDirection = -1.0f;
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mDirection = -1.0f;
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mDeltaCount = 2.0f*cycle_time - mDeltaCount;
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float extra = mDeltaCount - cycle_time;
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mDeltaCount -= 2*extra;
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}
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}
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if(mDirection < 0 && mDeltaCount < -cycle_time)
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if(mDirection < 0 && mDeltaCount < -cycle_time)
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{
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{
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mDirection = +1.0f;
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mDirection = +1.0f;
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mDeltaCount = -2.0f*cycle_time - mDeltaCount;
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float extra = cycle_time - mDeltaCount;
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mDeltaCount += 2*extra;
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}
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}
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static const float fast = 4.0f/1.0f;
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static const float fast = 4.0f/1.0f;
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