If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
- if(n2.getLight(bank, nodemgr) < oldlight)
+ u8 light2 = n2.getLight(bank, nodemgr);
+ if(light2 < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
- if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
+ if(nodemgr->get(n2).light_propagates && light2 != 0)
{
/*
Set light to 0 and add to queue
*/
- u8 current_light = n2.getLight(bank, nodemgr);
n2.setLight(bank, 0, nodemgr);
- unspreadLight(bank, n2pos, current_light, light_sources, nodemgr);
+ unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
/*
Remove from light_sources if it is there
continue;
MapNode &n2 = m_data[n2i];
+
+ u8 light2 = n2.getLight(bank, nodemgr);
/*
If the neighbor is brighter than the current node,
add to list (it will light up this node on its turn)
*/
- if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
+ if(light2 > undiminish_light(oldlight))
{
spreadLight(bank, n2pos, nodemgr);
}
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
- if(n2.getLight(bank, nodemgr) < newlight)
+ if(light2 < newlight)
{
if(nodemgr->get(n2).light_propagates)
{
continue;
MapNode &n2 = m_data[n2i];
+
+ u8 light2 = n2.getLight(bank, nodemgr);
/*
If the neighbor is brighter than the current node,
add to list (it will light up this node on its turn)
*/
- if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
+ if(light2 > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos, true);
}
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
- if(n2.getLight(bank, nodemgr) < newlight)
+ if(light2 < newlight)
{
if(nodemgr->get(n2).light_propagates)
{