Fixed map lighting from Night Vision perk

* Before the perk effect only kicked in when map update proc ran after
game load. Now the delay is much shorter.
This commit is contained in:
NovaRain
2025-01-09 10:46:43 +08:00
parent 686a332888
commit 1224eaa018
3 changed files with 4 additions and 0 deletions
@@ -2019,6 +2019,7 @@ FUNC(light_get_tile_true_, 0x47A9C4)
FUNC(light_increase_ambient_, 0x47A900) FUNC(light_increase_ambient_, 0x47A900)
FUNC(light_init_, 0x47A8F0) FUNC(light_init_, 0x47A8F0)
FUNC(light_reset_tiles_, 0x47AA84) FUNC(light_reset_tiles_, 0x47AA84)
FUNC(light_set_ambient_, 0x47A908)
FUNC(light_set_tile_, 0x47A9EC) FUNC(light_set_tile_, 0x47A9EC)
FUNC(light_subtract_from_tile_, 0x47AA48) FUNC(light_subtract_from_tile_, 0x47AA48)
FUNC(lighten_buf_, 0x4D3A48) FUNC(lighten_buf_, 0x4D3A48)
+1
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@@ -178,6 +178,7 @@ WRAP_WATCOM_FUNC1(long, item_w_secondary_mp_cost, fo::GameObject*, item)
WRAP_WATCOM_FUNC2(long, item_w_subtype, fo::GameObject*, item, long, hitMode) WRAP_WATCOM_FUNC2(long, item_w_subtype, fo::GameObject*, item, long, hitMode)
WRAP_WATCOM_FUNC1(long, item_weight, fo::GameObject*, item) WRAP_WATCOM_FUNC1(long, item_weight, fo::GameObject*, item)
WRAP_WATCOM_FUNC2(long, light_get_tile, long, elevation, long, tileNum) // Returns light level at given tile WRAP_WATCOM_FUNC2(long, light_get_tile, long, elevation, long, tileNum) // Returns light level at given tile
WRAP_WATCOM_FUNC2(void, light_set_ambient, long, intensity, long, isRefresh)
WRAP_WATCOM_FUNC2(long, load_frame, const char*, fileName, fo::FrmFile**, frmPtr) WRAP_WATCOM_FUNC2(long, load_frame, const char*, fileName, fo::FrmFile**, frmPtr)
WRAP_WATCOM_FUNC4(BYTE*, loadPCX, const char*, fileName, long*, width, long*, height, BYTE*, palette) WRAP_WATCOM_FUNC4(BYTE*, loadPCX, const char*, fileName, long*, width, long*, height, BYTE*, palette)
WRAP_WATCOM_FUNC1(fo::Program*, loadProgram, const char*, fileName) WRAP_WATCOM_FUNC1(fo::Program*, loadProgram, const char*, fileName)
+2
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@@ -530,6 +530,8 @@ static void InitGlobalScripts() {
HookScripts::InitHookScripts(); HookScripts::InitHookScripts();
LoadGlobalScriptsList(); LoadGlobalScriptsList();
// Fix map lighting from Night Vision perk when loading a saved game
fo::func::light_set_ambient(fo::var::ambient_light, 1); // refresh map lighting
isGlobalScriptLoading = 0; isGlobalScriptLoading = 0;
} }