Skip compute_object_light if overridden by bright players
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@ -362,38 +362,30 @@ static void draw_polygon_object(const vobjptridx_t obj)
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engine_glow_value[1] = -1; //element 0 is for engine glow, 1 for headlight
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#endif
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light = compute_object_light(obj,nullptr);
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// If option set for bright players in netgame, brighten them!
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if ((Game_mode & GM_MULTI) && (obj->type == OBJ_PLAYER))
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if (Netgame.BrightPlayers)
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light.r = light.g = light.b = F1_0*2;
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light = unlikely(Netgame.BrightPlayers && (Game_mode & GM_MULTI) && obj->type == OBJ_PLAYER)
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? g3s_lrgb{F1_0 * 2, F1_0 * 2, F1_0 * 2}
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: compute_object_light(obj, nullptr);
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#if defined(DXX_BUILD_DESCENT_II)
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//make robots brighter according to robot glow field
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if (obj->type == OBJ_ROBOT)
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{
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light.r += (Robot_info[get_robot_id(obj)].glow<<12); //convert 4:4 to 16:16
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light.g += (Robot_info[get_robot_id(obj)].glow<<12); //convert 4:4 to 16:16
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light.b += (Robot_info[get_robot_id(obj)].glow<<12); //convert 4:4 to 16:16
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const auto glow = Robot_info[get_robot_id(obj)].glow<<12;
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light.r += glow; //convert 4:4 to 16:16
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light.g += glow; //convert 4:4 to 16:16
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light.b += glow; //convert 4:4 to 16:16
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}
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if (obj->type == OBJ_WEAPON)
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{
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if (get_weapon_id(obj) == FLARE_ID)
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if ((obj->type == OBJ_WEAPON &&
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get_weapon_id(obj) == FLARE_ID) ||
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obj->type == OBJ_MARKER
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)
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{
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light.r += F1_0*2;
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light.g += F1_0*2;
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light.b += F1_0*2;
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}
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}
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if (obj->type == OBJ_MARKER)
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{
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light.r += F1_0*2;
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light.g += F1_0*2;
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light.b += F1_0*2;
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}
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#endif
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push_interpolation_method imsave(1, Linear_tmap_polygon_objects);
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