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Society if Faz commented his code any further
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@@ -11,6 +11,13 @@ simply set the object flag OBJ_FLAG_EMIT_LIGHT and set some values to o->puppyli
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For easy light modification, you can call set_light_properties, so set all the attributes of any
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given loaded puppylight struct. Objects will ignore x, y, z, active and room, as it will set all
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of these automatically. It will force the PUPPYLIGHT_DYNAMIC flag, too.
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If you're introducing a static light in the level script with PUPPYLIGHT_NODE, ensure it's contained
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inside the respective area node it's going to be inside, otherwise it will not show up. If you do not
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use rooms in your level, or if you wish for this light to be seen from any room, use -1 for that param.
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If you have visual debug enabled, light nodes will show up as magenta in the world. They will be
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shaped and rotated correctly, for accurate representation of their properties.
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**/
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#include <ultra64.h>
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@@ -93,7 +100,7 @@ void puppylights_iterate(struct PuppyLight *light, Lights1 *src, struct Object *
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Vec3f debugPos[2];
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vec3f_set(debugPos[0], light->pos[0][0], light->pos[0][1], light->pos[0][2]);
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vec3f_set(debugPos[1], light->pos[1][0], light->pos[1][1], light->pos[1][2]);
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debug_box_color(0x00FF00FF);
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debug_box_color(0x00FF0040);
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if (light->flags & PUPPYLIGHT_SHAPE_CYLINDER)
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debug_box_rot(debugPos[0], debugPos[1], light->yaw, DEBUG_SHAPE_CYLINDER);
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else
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