From 506f4054a5a4dae64b9598e76a93575b1918a35e Mon Sep 17 00:00:00 2001
From: MaxED <j.maxed@gmail.com>
Date: Wed, 25 Apr 2012 20:13:12 +0000
Subject: [PATCH] GZDoomBuilder 1.04a: Sector dynamic lights are now rendered
 properly.

---
 Source/Core/VisualModes/VisualThing.cs | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

diff --git a/Source/Core/VisualModes/VisualThing.cs b/Source/Core/VisualModes/VisualThing.cs
index 3195846c4..66af9e762 100644
--- a/Source/Core/VisualModes/VisualThing.cs
+++ b/Source/Core/VisualModes/VisualThing.cs
@@ -113,7 +113,6 @@ namespace CodeImp.DoomBuilder.VisualModes
         //mxd
         internal int VertexColor { get { return vertices.Length > 0 ? vertices[0].c : 0;} }
         public int CameraDistance3D { get { return cameraDistance3D; } }
-        //public int HalfHeight { get { return thingHalfHeight; } }
         public Vector3 Center { get { return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingHeight / 2); } }
         public Vector3 PositionV3 { get { return position_v3; } }
         public Vector3[] BoundingBox { get { return boundingBox; } }
@@ -374,7 +373,10 @@ namespace CodeImp.DoomBuilder.VisualModes
                 lightType = thing.Type - 9800 - n;
 
                 if (lightType == (int)GZDoomLightType.SECTOR) {
-                    lightRadiusMin = (float)(thing.Args[3] * 4) * General.Settings.GZDynamicLightRadius;
+                    int scaler = 1;
+                    if (thing.Sector != null)
+                        scaler = thing.Sector.Brightness / 4;
+                    lightRadiusMin = (float)(thing.Args[3] * scaler) * General.Settings.GZDynamicLightRadius;
                 } else {
                     lightRadiusMin = (float)(thing.Args[3] * 2) * General.Settings.GZDynamicLightRadius; //works... that.. way in GZDoom
                     if (lightType > 0) {
-- 
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