@@ -112,13 +112,13 @@ extern vec3d Object_position;
112112static void light_rotate (light * l)
113113{
114114 switch ( l->type ) {
115- case LT_DIRECTIONAL :
115+ case Light_Type::Directional :
116116 // Rotate the light direction into local coodinates
117117
118118 vm_vec_rotate (&l->local_vec , &l->vec , &Light_matrix );
119119 break ;
120120
121- case LT_POINT : {
121+ case Light_Type::Point : {
122122 vec3d tempv;
123123 // Rotate the point into local coordinates
124124
@@ -127,7 +127,7 @@ static void light_rotate(light * l)
127127 }
128128 break ;
129129
130- case LT_TUBE :{
130+ case Light_Type::Tube :{
131131 vec3d tempv;
132132
133133 // Rotate the point into local coordinates
@@ -140,7 +140,7 @@ static void light_rotate(light * l)
140140 }
141141 break ;
142142
143- case LT_CONE :
143+ case Light_Type::Cone :
144144 break ;
145145
146146 default :
@@ -162,7 +162,7 @@ void light_add_directional(const vec3d *dir, float intensity, float r, float g,
162162
163163 light l;
164164
165- l.type = LT_DIRECTIONAL ;
165+ l.type = Light_Type::Directional ;
166166
167167 vm_vec_copy_scale ( &l.vec , dir, -1 .0f );
168168
@@ -205,7 +205,7 @@ void light_add_point(const vec3d *pos, float r1, float r2, float intensity, floa
205205
206206 Num_lights++;
207207
208- l.type = LT_POINT ;
208+ l.type = Light_Type::Point ;
209209 l.vec = *pos;
210210 l.r = r;
211211 l.g = g;
@@ -243,7 +243,7 @@ void light_add_point_unique(const vec3d *pos, float r1, float r2, float intensit
243243
244244 Num_lights++;
245245
246- l.type = LT_POINT ;
246+ l.type = Light_Type::Point ;
247247 l.vec = *pos;
248248 l.r = r;
249249 l.g = g;
@@ -283,7 +283,7 @@ void light_add_tube(const vec3d *p0, const vec3d *p1, float r1, float r2, float
283283
284284 Num_lights++;
285285
286- l.type = LT_TUBE ;
286+ l.type = Light_Type::Tube ;
287287 l.vec = *p0;
288288 l.vec2 = *p1;
289289 l.r = r;
@@ -408,23 +408,23 @@ void light_apply_rgb( ubyte *param_r, ubyte *param_g, ubyte *param_b, const vec3
408408 dist = -1 .0f ;
409409 switch (l.type ){
410410 // point lights
411- case LT_POINT :
411+ case Light_Type::Point:
412412 vm_vec_sub ( &to_light, &l.local_vec , pos );
413413 break ;
414414
415415 // tube lights
416- case LT_TUBE :
416+ case Light_Type::Tube:
417417 if (vm_vec_dist_to_line (pos, &l.local_vec , &l.local_vec2 , &temp, &dist) != 0 ){
418418 continue ;
419419 }
420420 vm_vec_sub (&to_light, &temp, pos);
421421 dist *= dist; // since we use radius squared
422422 break ;
423423
424- case LT_DIRECTIONAL :
424+ case Light_Type::Directional :
425425 continue ;
426426
427- case LT_CONE :
427+ case Light_Type::Cone :
428428 continue ;
429429
430430 // others. BAD
@@ -501,7 +501,7 @@ void light_add_cone(const vec3d *pos, const vec3d *dir, float angle, float inner
501501
502502 Num_lights++;
503503
504- l.type = LT_CONE ;
504+ l.type = Light_Type::Cone ;
505505 l.vec = *pos;
506506 l.vec2 = *dir;
507507 l.cone_angle = angle;
@@ -536,23 +536,23 @@ void scene_lights::addLight(const light *light_ptr)
536536
537537 AllLights.push_back (*light_ptr);
538538
539- if ( light_ptr->type == LT_DIRECTIONAL ) {
539+ if ( light_ptr->type == Light_Type::Directional ) {
540540 StaticLightIndices.push_back (AllLights.size () - 1 );
541541 }
542542}
543543
544544void scene_lights::setLightFilter (int objnum, const vec3d *pos, float rad)
545545{
546- size_t i;
547-
546+ size_t i = 0 ;
548547 // clear out current filtered lights
549548 FilteredLights.clear ();
550549
551550 for ( auto & l : AllLights ) {
552551 switch ( l.type ) {
553- case LT_DIRECTIONAL :
552+ case Light_Type::Directional:
553+ ++i;
554554 continue ;
555- case LT_POINT : {
555+ case Light_Type::Point : {
556556 // if this is a "unique" light source, it only affects one guy
557557 if ( l.affected_objnum >= 0 ) {
558558 if ( objnum == l.affected_objnum ) {
@@ -583,7 +583,7 @@ void scene_lights::setLightFilter(int objnum, const vec3d *pos, float rad)
583583 }
584584 }
585585 break ;
586- case LT_TUBE : {
586+ case Light_Type::Tube : {
587587 if ( l.light_ignore_objnum != objnum ) {
588588 vec3d nearest;
589589 float dist_squared, max_dist_squared;
@@ -599,12 +599,13 @@ void scene_lights::setLightFilter(int objnum, const vec3d *pos, float rad)
599599 }
600600 break ;
601601
602- case LT_CONE :
602+ case Light_Type::Cone :
603603 break ;
604604
605605 default :
606606 break ;
607607 }
608+ ++i;
608609 }
609610}
610611
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