From 703343c05b249739b5827f79f70cfad2d3c71f34 Mon Sep 17 00:00:00 2001 From: MaxED <j.maxed@gmail.com> Date: Tue, 29 Dec 2015 12:45:31 +0000 Subject: [PATCH] Fixed, Things mode: light radius for SectorPointLight was calculated incorrectly. --- Source/Core/Geometry/Tools.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/Source/Core/Geometry/Tools.cs b/Source/Core/Geometry/Tools.cs index 14937a277..fc133d3e8 100644 --- a/Source/Core/Geometry/Tools.cs +++ b/Source/Core/Geometry/Tools.cs @@ -2140,14 +2140,15 @@ namespace CodeImp.DoomBuilder.Geometry if(lightid < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[2]) //if it's gzdoom light { int n; - if(t.Type < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[0]) n = 0; - else if(t.Type < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[1]) n = 10; + if(lightid < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[0]) n = 0; + else if(lightid < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[1]) n = 10; else n = 20; DynamicLightType lightType = (DynamicLightType)(t.Type - 9800 - n); if(lightType == DynamicLightType.SECTOR) { - int scaler = (t.Sector != null ? t.Sector.Brightness / 4 : 1); + if(t.Sector == null) t.DetermineSector(); + int scaler = (t.Sector != null ? t.Sector.Brightness / 4 : 2); primaryradius = (int)Math.Round((t.Args[3] * scaler) * General.Settings.GZDynamicLightRadius); } else -- GitLab