* fix: don't turn lights with targetname to styled for IBSP, as they are not switchable there
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@ -30,6 +30,7 @@
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/* dependencies */
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#include "q3map2.h"
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#include "bspfile_rbsp.h"
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@ -330,8 +331,8 @@ static void CreateEntityLights(){
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continue;
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}
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/* lights with target names (and therefore styles) are only parsed from BSP */
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if ( !strEmpty( e.valueForKey( "targetname" ) ) && i >= numBSPEntities ) {
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/* lights with target names (and therefore styles in RBSP) are only parsed from BSP */
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if ( !strEmpty( e.valueForKey( "targetname" ) ) && g_game->load == LoadRBSPFile && i >= numBSPEntities ) {
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continue;
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}
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@ -30,6 +30,7 @@
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/* dependencies */
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#include "q3map2.h"
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#include "bspfile_rbsp.h"
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@ -242,7 +243,7 @@ void SetLightStyles(){
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/* ydnar: determine if we keep lights in the bsp */
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entities[ 0 ].read_keyvalue( keepLights, "_keepLights" );
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/* any light that is controlled (has a targetname) must have a unique style number generated for it */
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/* any light that is controlled (has a targetname) must have a unique style number generated for it in RBSP */
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numStyles = 0;
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for ( std::size_t i = 1; i < entities.size(); ++i )
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{
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@ -252,7 +253,7 @@ void SetLightStyles(){
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continue;
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}
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const char *t;
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if ( !e.read_keyvalue( t, "targetname" ) ) {
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if ( !( e.read_keyvalue( t, "targetname" ) && g_game->load == LoadRBSPFile ) ) { // only RBSP has switchable light styles
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/* ydnar: strip the light from the BSP file */
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if ( !keepLights ) {
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e.epairs.clear();
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@ -461,7 +462,7 @@ void EmitFogs(){
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}
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/* warn about overflow */
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if( strEqual( g_game->bspIdent, "RBSP" ) ){
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if( g_game->load == LoadRBSPFile ){
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if( mapFogs.size() > MAX_RBSP_FOGS )
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Sys_Warning( "MAX_RBSP_FOGS (%i) exceeded (%zu). Visual inconsistencies are expected.\n", MAX_RBSP_FOGS, mapFogs.size() );
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}
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