@ -400,45 +400,17 @@ void MakeLightTable()
}
}
if ( leveltype = = DTYPE_HELL ) {
if ( leveltype = = DTYPE_HELL ) {
uint8_t blood [ 16 ] ;
// Blood wall lighting
tbl = LightTables [ 0 ] . data ( ) ;
const int shades = LightTables . size ( ) - 1 ;
for ( int i = 0 ; i < lights ; i + + ) {
for ( int i = 0 ; i < shades ; i + + ) {
int l1 = lights - i ;
auto & lightTable = LightTables [ i ] ;
int l2 = l1 ;
constexpr int range = 16 ;
int div = lights / l1 ;
for ( int j = 0 ; j < range ; j + + ) {
int rem = lights % l1 ;
uint8_t color = ( ( range - 1 ) < < 4 ) / shades * ( shades - i ) / range * ( j + 1 ) ;
int cnt = 0 ;
color = 1 + ( color > > 4 ) ;
blood [ 0 ] = 0 ;
lightTable [ j + 1 ] = color ;
uint8_t col = 1 ;
lightTable [ 31 - j ] = color ;
for ( int j = 1 ; j < 16 ; j + + ) {
blood [ j ] = col ;
l2 + = rem ;
if ( l2 > l1 & & j < 15 ) {
j + + ;
blood [ j ] = col ;
l2 - = l1 ;
}
cnt + + ;
if ( cnt = = div ) {
col + + ;
cnt = 0 ;
}
}
* tbl + + = 0 ;
for ( int j = 1 ; j < = 15 ; j + + ) {
* tbl + + = blood [ j ] ;
}
}
for ( int j = 15 ; j > 0 ; j - - ) {
* tbl + + = blood [ j ] ;
}
* tbl + + = 1 ;
tbl + = 224 ;
}
* tbl + + = 0 ;
for ( int j = 0 ; j < 31 ; j + + ) {
* tbl + + = 1 ;
}
tbl + = 224 ;
}
}
} else if ( IsAnyOf ( leveltype , DTYPE_NEST , DTYPE_CRYPT ) ) {
} else if ( IsAnyOf ( leveltype , DTYPE_NEST , DTYPE_CRYPT ) ) {
// Make the lava fully bright
// Make the lava fully bright