[crossfire] Circular lighting & negetive glow_radiuses
Mitch Obrian
mikeeusaaa at yahoo.com
Tue Mar 29 10:19:17 CST 2005
// == C99 right?
(C99 is not supported by debian stable etc... please
don't use C99 :) )
--- Mark Wedel <
mwedel at sonic.net
> wrote:
>
>
Some notes about the patch:
>
>
General: Never use // comment style.
>
>
common/living.c: Making the glow radius additive is
>
probably a bad thing. A
>
player shouldn't be able to light a few torches and
>
get an effect to see
>
everything about them (plus in real life, given the
>
(pi)r³ of real lighting,
>
doesn't much up very well.). Same note applies for
>
map.c and server/spell_attack.c
>
>
common/object.c: op->glow_radius !=0 would be
>
clearer checks that >0 and <0
>
>
server/monster.c: while seeing how well lighted the
>
creatuer is may make sense,
>
until we do something with that, I'd much rather
>
just return once we know if the
>
creatuer is illuminated or not for performance
>
reason - checking for all the
>
spaces for all the monsters could prove to be a
>
pretty big cpu hog.
>
>
>
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