Remove temporary light sources as separate entity
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+11
-6
@@ -147,17 +147,21 @@ makeMuzzleFlare mz itmtree cr = case mz ^. mzFlareType of
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DefaultFlareType -> id
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PistolFlare -> basicMuzFlare pos dir
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MiniGunFlare ->
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makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) (pos `v2z` 20)
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--makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) (pos `v2z` 20)
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(cWorld . lWorld . lights .:~ LSParam (pos `v2z` 20) 100 (V3 1 1 0.5))
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. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
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HeavySmokeFlare -> basicMuzFlare pos dir
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LasGunFlare ->
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flareCircleAt (getLaserColor itmtree) 0.8 (pos `v2z` 20)
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. ( cWorld . lWorld . tempLightSources
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.:~ tlsTimeRadColPos 1 100 (xyzV4 $ getLaserColor itmtree) (pos `v2z` 10)
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-- . ( cWorld . lWorld . tempLightSources
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-- .:~ tlsTimeRadColPos 1 100 (xyzV4 $ getLaserColor itmtree) (pos `v2z` 10)
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. ( cWorld . lWorld . lights
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.:~ LSParam (pos `v2z` 10) 100 (xyzV4 $ getLaserColor itmtree)
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)
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TeslaGunFlare ->
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cWorld . lWorld . tempLightSources
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.:~ tlsTimeRadColPos 1 100 (V3 0 0 1) (pos `v2z` 10)
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cWorld . lWorld . lights
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.:~ LSParam (pos `v2z` 10) 100 (V3 0 0 1)
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-- .:~ tlsTimeRadColPos 1 100 (V3 0 0 1) (pos `v2z` 10)
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where
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itm = itmtree ^. ldtValue
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pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
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@@ -198,7 +202,8 @@ getLaserColor = const yellow
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basicMuzFlare :: Point2 -> Float -> World -> World
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basicMuzFlare pos dir =
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makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) (pos `v2z` 20)
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-- makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) (pos `v2z` 20)
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(cWorld . lWorld . lights .:~ LSParam (pos `v2z` 20) 100 (V3 1 1 0.5))
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. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
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. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
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. muzFlareAt (V4 10 10 1 3) (pos `v2z` 20) dir
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