Esempio n. 1
0
/**
 * After the map has been loaded, scan each sector for specials that spawn
 * thinkers.
 */
void P_SpawnStrobeFlash(Sector *sector, int fastOrSlow, int inSync)
{
    float lightLevel = P_GetFloatp(sector, DMU_LIGHT_LEVEL);
    float otherLevel = DDMAXFLOAT;

    strobe_t *flash = (strobe_t *)Z_Calloc(sizeof(*flash), PU_MAP, 0);
    flash->thinker.function = (thinkfunc_t) T_StrobeFlash;
    Thinker_Add(&flash->thinker);

    flash->sector = sector;
    flash->darkTime = fastOrSlow;
    flash->brightTime = STROBEBRIGHT;
    flash->maxLight = lightLevel;
    P_FindSectorSurroundingLowestLight(sector, &otherLevel);
    if(otherLevel < lightLevel)
        flash->minLight = otherLevel;
    else
        flash->minLight = lightLevel;

    if(flash->minLight == flash->maxLight)
        flash->minLight = 0;

    // Note that we are resetting sector attributes.
    // Nothing special about it during gameplay.
    P_ToXSector(sector)->special = 0;

    if(!inSync)
    {
        flash->count = (P_Random() & 7) + 1;
    }
    else
    {
        flash->count = 1;
    }
}
Esempio n. 2
0
/**
 * After the map has been loaded, scan each sector
 * for specials that spawn thinkers
 */
void P_SpawnLightFlash(Sector *sector)
{
    float lightLevel = P_GetFloatp(sector, DMU_LIGHT_LEVEL);
    float otherLevel = DDMAXFLOAT;

    // Note that we are resetting sector attributes.
    // Nothing special about it during gameplay.
    P_ToXSector(sector)->special = 0;

    lightflash_t *flash = (lightflash_t *)Z_Calloc(sizeof(*flash), PU_MAP, 0);
    flash->thinker.function = (thinkfunc_t) T_LightFlash;
    Thinker_Add(&flash->thinker);

    flash->sector = sector;
    flash->maxLight = lightLevel;

    P_FindSectorSurroundingLowestLight(sector, &otherLevel);
    if(otherLevel < lightLevel)
        flash->minLight = otherLevel;
    else
        flash->minLight = lightLevel;
    flash->maxTime = 64;
    flash->minTime = 7;
    flash->count = (P_Random() & flash->maxTime) + 1;
}
Esempio n. 3
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void P_SpawnGlowingLight(Sector *sector)
{
    float lightLevel = P_GetFloatp(sector, DMU_LIGHT_LEVEL);
    float otherLevel = DDMAXFLOAT;

    glow_t *g = (glow_t *)Z_Calloc(sizeof(*g), PU_MAP, 0);
    g->thinker.function = (thinkfunc_t) T_Glow;
    Thinker_Add(&g->thinker);

    g->sector = sector;
    P_FindSectorSurroundingLowestLight(sector, &otherLevel);
    if(otherLevel < lightLevel)
        g->minLight = otherLevel;
    else
        g->minLight = lightLevel;
    g->maxLight = lightLevel;
    g->direction = -1;

    // Note that we are resetting sector attributes.
    // Nothing special about it during gameplay.
    P_ToXSector(sector)->special = 0;
}
Esempio n. 4
0
dd_bool EV_StartFloorWaggle(int tag, int height, int speed, int offset, int timer)
{
    iterlist_t *list = P_GetSectorIterListForTag(tag, false);
    if(!list) return false;

    dd_bool retCode = false;

    IterList_SetIteratorDirection(list, ITERLIST_FORWARD);
    IterList_RewindIterator(list);

    Sector *sec;
    while((sec = (Sector *)IterList_MoveIterator(list)))
    {
        if(P_ToXSector(sec)->specialData)
            continue; // Already moving, so keep going...

        retCode = true;

        waggle_t *waggle = (waggle_t *)Z_Calloc(sizeof(*waggle), PU_MAP, 0);
        waggle->thinker.function = (thinkfunc_t) T_FloorWaggle;
        Thinker_Add(&waggle->thinker);

        P_ToXSector(sec)->specialData = waggle;
        waggle->sector         = sec;
        waggle->originalHeight = P_GetDoublep(sec, DMU_FLOOR_HEIGHT);
        waggle->accumulator    = offset;
        waggle->accDelta       = FIX2FLT(speed << 10);
        waggle->scale          = 0;
        waggle->targetScale    = FIX2FLT(height << 10);
        waggle->scaleDelta     =
            FIX2FLT(FLT2FIX(waggle->targetScale) /
                    (TICSPERSEC + ((3 * TICSPERSEC) * height) / 255));
        waggle->ticker         = timer ? timer * 35 : -1;
        waggle->state          = WS_EXPAND;
    }

    return retCode;
}
Esempio n. 5
0
void P_SpawnPhasedLight(Sector *sector, float base, int index)
{
    phase_t *phase = (phase_t *)Z_Calloc(sizeof(*phase), PU_MAP, 0);
    phase->thinker.function = (thinkfunc_t) T_Phase;
    Thinker_Add(&phase->thinker);

    phase->sector = sector;
    if(index == -1)
    {
        // Sector->lightLevel as the index.
        phase->index = (int) (255.0f * P_SectorLight(sector)) & 63;
    }
    else
    {
        phase->index = index & 63;
    }

    phase->baseValue = base;
    P_SectorSetLight(phase->sector,
                     phase->baseValue + phaseTable[phase->index]);

    P_ToXSector(sector)->special = 0;
}
Esempio n. 6
0
void P_SpawnFireFlicker(Sector *sector)
{
    float lightLevel = P_GetFloatp(sector, DMU_LIGHT_LEVEL);
    float otherLevel = DDMAXFLOAT;

    // Note that we are resetting sector attributes.
    // Nothing special about it during gameplay.
    P_ToXSector(sector)->special = 0;

    fireflicker_t *flick = (fireflicker_t *)Z_Calloc(sizeof(*flick), PU_MAP, 0);
    flick->thinker.function = T_FireFlicker;
    Thinker_Add(&flick->thinker);

    flick->sector = sector;
    flick->count = 4;
    flick->maxLight = lightLevel;

    P_FindSectorSurroundingLowestLight(sector, &otherLevel);
    if(otherLevel < lightLevel)
        flick->minLight = otherLevel;
    else
        flick->minLight = lightLevel;
    flick->minLight += (16.0f/255.0f);
}
Esempio n. 7
0
int EV_OpenPillar(Line * /*line*/, byte *args)
{
    iterlist_t *list = P_GetSectorIterListForTag((int) args[0], false);
    if(!list) return 0;

    int rtn = 0;

    IterList_SetIteratorDirection(list, ITERLIST_FORWARD);
    IterList_RewindIterator(list);

    Sector *sec;
    while((sec = (Sector *)IterList_MoveIterator(list)))
    {
        // If already moving keep going...
        if(P_ToXSector(sec)->specialData)
            continue;

        if(!FEQUAL(P_GetDoublep(sec, DMU_FLOOR_HEIGHT),
                   P_GetDoublep(sec, DMU_CEILING_HEIGHT)))
            continue; // Pillar isn't closed.

        rtn = 1;

        pillar_t *pillar = (pillar_t *)Z_Calloc(sizeof(*pillar), PU_MAP, 0);
        pillar->thinker.function = (thinkfunc_t) T_BuildPillar;
        Thinker_Add(&pillar->thinker);

        P_ToXSector(sec)->specialData = pillar;
        pillar->sector = sec;
        if(!args[2])
        {
            P_FindSectorSurroundingLowestFloor(sec,
                P_GetDoublep(sec, DMU_FLOOR_HEIGHT), &pillar->floorDest);
        }
        else
        {
            pillar->floorDest =
                P_GetDoublep(sec, DMU_FLOOR_HEIGHT) - (coord_t) args[2];
        }

        if(!args[3])
        {
            P_FindSectorSurroundingHighestCeiling(sec, 0, &pillar->ceilingDest);
        }
        else
        {
            pillar->ceilingDest =
                P_GetDoublep(sec, DMU_CEILING_HEIGHT) + (coord_t) args[3];
        }

        if(P_GetDoublep(sec, DMU_FLOOR_HEIGHT) - pillar->floorDest >=
           pillar->ceilingDest - P_GetDoublep(sec, DMU_CEILING_HEIGHT))
        {
            pillar->floorSpeed = (float) args[1] * (1.0f / 8);
            pillar->ceilingSpeed =
                (P_GetDoublep(sec, DMU_CEILING_HEIGHT) - pillar->ceilingDest) *
                    (pillar->floorSpeed / (pillar->floorDest - P_GetDoublep(sec, DMU_FLOOR_HEIGHT)));
        }
        else
        {
            pillar->ceilingSpeed = (float) args[1] * (1.0f / 8);
            pillar->floorSpeed =
                (pillar->floorDest - P_GetDoublep(sec, DMU_FLOOR_HEIGHT)) *
                    (pillar->ceilingSpeed / (P_GetDoublep(sec, DMU_CEILING_HEIGHT) - pillar->ceilingDest));
        }

        pillar->direction = -1; // Open the pillar.
        SN_StartSequence((mobj_t *)P_GetPtrp(pillar->sector, DMU_EMITTER),
                         SEQ_PLATFORM + P_ToXSector(pillar->sector)->seqType);
    }

    return rtn;
}
Esempio n. 8
0
int EV_BuildPillar(Line * /*line*/, byte *args, dd_bool crush)
{
    iterlist_t *list = P_GetSectorIterListForTag((int) args[0], false);
    if(!list) return 0;

    int rtn = 0;

    IterList_SetIteratorDirection(list, ITERLIST_FORWARD);
    IterList_RewindIterator(list);

    Sector *sec;
    while((sec = (Sector *)IterList_MoveIterator(list)))
    {
        // If already moving keep going...
        if(P_ToXSector(sec)->specialData)
            continue;

        if(FEQUAL(P_GetDoublep(sec, DMU_FLOOR_HEIGHT),
                  P_GetDoublep(sec, DMU_CEILING_HEIGHT)))
            continue; // Pillar is already closed.

        rtn = 1;
        coord_t newHeight = 0;
        if(!args[2])
        {
            newHeight = P_GetDoublep(sec, DMU_FLOOR_HEIGHT) +
                ((P_GetDoublep(sec, DMU_CEILING_HEIGHT) -
                  P_GetDoublep(sec, DMU_FLOOR_HEIGHT)) * .5f);
        }
        else
        {
            newHeight = P_GetDoublep(sec, DMU_FLOOR_HEIGHT) + (coord_t) args[2];
        }

        pillar_t *pillar = (pillar_t *)Z_Calloc(sizeof(*pillar), PU_MAP, 0);
        pillar->thinker.function = (thinkfunc_t) T_BuildPillar;
        Thinker_Add(&pillar->thinker);

        P_ToXSector(sec)->specialData = pillar;
        pillar->sector = sec;

        if(!args[2])
        {
            pillar->ceilingSpeed = pillar->floorSpeed =
                (float) args[1] * (1.0f / 8);
        }
        else if(newHeight - P_GetDoublep(sec, DMU_FLOOR_HEIGHT) >
                P_GetDoublep(sec, DMU_CEILING_HEIGHT) - newHeight)
        {
            pillar->floorSpeed = (float) args[1] * (1.0f / 8);
            pillar->ceilingSpeed =
                (P_GetDoublep(sec, DMU_CEILING_HEIGHT) - newHeight) *
                      (pillar->floorSpeed / (newHeight - P_GetDoublep(sec, DMU_FLOOR_HEIGHT)));
        }
        else
        {
            pillar->ceilingSpeed = (float) args[1] * (1.0f / 8);
            pillar->floorSpeed =
                (newHeight - P_GetDoublep(sec, DMU_FLOOR_HEIGHT)) *
                    (pillar->ceilingSpeed / (P_GetDoublep(sec, DMU_CEILING_HEIGHT) - newHeight));
        }

        pillar->floorDest = newHeight;
        pillar->ceilingDest = newHeight;
        pillar->direction = 1;
        pillar->crush = crush * (int) args[3];
        SN_StartSequence((mobj_t *)P_GetPtrp(pillar->sector, DMU_EMITTER),
                         SEQ_PLATFORM + P_ToXSector(pillar->sector)->seqType);
    }
    return rtn;
}
Esempio n. 9
0
/**
 * Things to handle:
 *
 * T_MoveCeiling, (ceiling_t: Sector * swizzle), - active list
 * T_Door, (door_t: Sector * swizzle),
 * T_MoveFloor, (floor_t: Sector * swizzle),
 * T_LightFlash, (lightflash_t: Sector * swizzle),
 * T_StrobeFlash, (strobe_t: Sector *),
 * T_Glow, (glow_t: Sector *),
 * T_PlatRaise, (plat_t: Sector *), - active list
 */
static void P_v13_UnArchiveSpecials(void)
{
    enum {
        tc_ceiling,
        tc_door,
        tc_floor,
        tc_plat,
        tc_flash,
        tc_strobe,
        tc_glow,
        tc_endspecials
    };

    byte tclass;
    ceiling_t* ceiling;
    door_t* door;
    floor_t* floor;
    plat_t* plat;
    lightflash_t* flash;
    strobe_t* strobe;
    glow_t* glow;

    // Read in saved thinkers.
    for(;;)
    {
        tclass = Reader_ReadByte(svReader);
        switch(tclass)
        {
        case tc_endspecials: return; // End of list.

        case tc_ceiling:
            ceiling = Z_Calloc(sizeof(*ceiling), PU_MAP, NULL);

            SV_ReadCeiling(ceiling);

            Thinker_Add(&ceiling->thinker);
            break;

        case tc_door:
            door = Z_Calloc(sizeof(*door), PU_MAP, NULL);

            SV_ReadDoor(door);

            Thinker_Add(&door->thinker);
            break;

        case tc_floor:
            floor = Z_Calloc(sizeof(*floor), PU_MAP, NULL);

            SV_ReadFloor(floor);

            Thinker_Add(&floor->thinker);
            break;

        case tc_plat:
            plat = Z_Calloc(sizeof(*plat), PU_MAP, NULL);

            SV_ReadPlat(plat);

            Thinker_Add(&plat->thinker);
            break;

        case tc_flash:
            flash = Z_Calloc(sizeof(*flash), PU_MAP, NULL);

            SV_ReadFlash(flash);

            Thinker_Add(&flash->thinker);
            break;

        case tc_strobe:
            strobe = Z_Calloc(sizeof(*strobe), PU_MAP, NULL);

            SV_ReadStrobe(strobe);

            Thinker_Add(&strobe->thinker);
            break;

        case tc_glow:
            glow = Z_Calloc(sizeof(*glow), PU_MAP, NULL);

            SV_ReadGlow(glow);

            Thinker_Add(&glow->thinker);
            break;

        default:
            Con_Error("P_UnarchiveSpecials:Unknown tclass %i " "in savegame",
                      tclass);
        }
    }
}
Esempio n. 10
0
static int doPlat(Line *line, int tag, plattype_e type, int amount)
#endif
{
#if !__JHEXEN__
    Sector *frontSector = (Sector *)P_GetPtrp(line, DMU_FRONT_SECTOR);
#endif

    iterlist_t *list = P_GetSectorIterListForTag(tag, false);
    if(!list) return 0;

    int rtn = 0;

    IterList_SetIteratorDirection(list, ITERLIST_FORWARD);
    IterList_RewindIterator(list);

    Sector *sec;
    while((sec = (Sector *)IterList_MoveIterator(list)))
    {
        xsector_t *xsec = P_ToXSector(sec);

        if(xsec->specialData)
            continue;

        // Find lowest & highest floors around sector
        rtn = 1;

        plat_t *plat = (plat_t *) Z_Calloc(sizeof(*plat), PU_MAP, 0);
        plat->thinker.function = T_PlatRaise;
        Thinker_Add(&plat->thinker);

        xsec->specialData = plat;

        plat->type   = type;
        plat->sector = sec;
        plat->crush  = false;
        plat->tag    = tag;
#if __JHEXEN__
        plat->speed  = (float) args[1] * (1.0 / 8);
#endif

        coord_t floorHeight = P_GetDoublep(sec, DMU_FLOOR_HEIGHT);

        switch(type)
        {
#if !__JHEXEN__
        case PT_RAISETONEARESTANDCHANGE:
            plat->speed = PLATSPEED * .5;

            P_SetPtrp(sec, DMU_FLOOR_MATERIAL,
                      P_GetPtrp(frontSector, DMU_FLOOR_MATERIAL));

            {
            coord_t nextFloor;
            if(P_FindSectorSurroundingNextHighestFloor(sec, floorHeight, &nextFloor))
                plat->high = nextFloor;
            else
                plat->high = floorHeight;
            }

            plat->wait = 0;
            plat->state = PS_UP;
            // No more damage if applicable.
            xsec->special = 0;
            S_PlaneSound((Plane *)P_GetPtrp(sec, DMU_FLOOR_PLANE), SFX_PLATFORMMOVE);
            break;

        case PT_RAISEANDCHANGE:
            plat->speed = PLATSPEED * .5;

            P_SetPtrp(sec, DMU_FLOOR_MATERIAL,
                      P_GetPtrp(frontSector, DMU_FLOOR_MATERIAL));

            plat->high = floorHeight + amount;
            plat->wait = 0;
            plat->state = PS_UP;
            S_PlaneSound((Plane *)P_GetPtrp(sec, DMU_FLOOR_PLANE), SFX_PLATFORMMOVE);
            break;
#endif
        case PT_DOWNWAITUPSTAY:
            P_FindSectorSurroundingLowestFloor(sec,
                P_GetDoublep(sec, DMU_FLOOR_HEIGHT), &plat->low);
#if __JHEXEN__
            plat->low += 8;
#else
            plat->speed = PLATSPEED * 4;
#endif
            if(plat->low > floorHeight)
                plat->low = floorHeight;

            plat->high = floorHeight;
            plat->state = PS_DOWN;
#if __JHEXEN__
            plat->wait = (int) args[2];
#else
            plat->wait = PLATWAIT * TICSPERSEC;
#endif
#if !__JHEXEN__
            S_PlaneSound((Plane *)P_GetPtrp(sec, DMU_FLOOR_PLANE), SFX_PLATFORMSTART);
#endif
            break;

#if __JDOOM64__ || __JHEXEN__
        case PT_UPWAITDOWNSTAY:
            P_FindSectorSurroundingHighestFloor(sec, -500, &plat->high);

            if(plat->high < floorHeight)
                plat->high = floorHeight;

            plat->low = floorHeight;
            plat->state = PS_UP;
# if __JHEXEN__
            plat->wait = (int) args[2];
# else
            plat->wait = PLATWAIT * TICSPERSEC;
# endif
# if __JDOOM64__
            plat->speed = PLATSPEED * 8;
            S_PlaneSound((Plane *)P_GetPtrp(sec, DMU_FLOOR_PLANE), SFX_PLATFORMSTART);
# endif
            break;
#endif
#if __JDOOM64__
        case PT_DOWNWAITUPDOOR: // jd64
            plat->speed = PLATSPEED * 8;
            P_FindSectorSurroundingLowestFloor(sec,
                P_GetDoublep(sec, DMU_FLOOR_HEIGHT), &plat->low);

            if(plat->low > floorHeight)
                plat->low = floorHeight;
            if(plat->low != floorHeight)
                plat->low += 6;

            plat->high = floorHeight;
            plat->wait = 50 * PLATWAIT;
            plat->state = PS_DOWN;
            break;
#endif
#if __JHEXEN__
       case PT_DOWNBYVALUEWAITUPSTAY:
            plat->low = floorHeight - (coord_t) args[3] * 8;
            if(plat->low > floorHeight)
                plat->low = floorHeight;
            plat->high = floorHeight;
            plat->wait = (int) args[2];
            plat->state = PS_DOWN;
            break;

        case PT_UPBYVALUEWAITDOWNSTAY:
            plat->high = floorHeight + (coord_t) args[3] * 8;
            if(plat->high < floorHeight)
                plat->high = floorHeight;
            plat->low = floorHeight;
            plat->wait = (int) args[2];
            plat->state = PS_UP;
            break;
#endif
#if __JDOOM__ || __JDOOM64__
        case PT_DOWNWAITUPSTAYBLAZE:
            plat->speed = PLATSPEED * 8;
            P_FindSectorSurroundingLowestFloor(sec,
                P_GetDoublep(sec, DMU_FLOOR_HEIGHT), &plat->low);

            if(plat->low > floorHeight)
                plat->low = floorHeight;

            plat->high = floorHeight;
            plat->wait = PLATWAIT * TICSPERSEC;
            plat->state = PS_DOWN;
            S_PlaneSound((Plane *)P_GetPtrp(sec, DMU_FLOOR_PLANE), SFX_PLATFORMSTART);
            break;
#endif
        case PT_PERPETUALRAISE:
            P_FindSectorSurroundingLowestFloor(sec,
                P_GetDoublep(sec, DMU_FLOOR_HEIGHT), &plat->low);
#if __JHEXEN__
            plat->low += 8;
#else
            plat->speed = PLATSPEED;
#endif
            if(plat->low > floorHeight)
                plat->low = floorHeight;

            P_FindSectorSurroundingHighestFloor(sec, -500, &plat->high);

            if(plat->high < floorHeight)
                plat->high = floorHeight;

            plat->state = platstate_e(P_Random() & 1);
#if __JHEXEN__
            plat->wait = (int) args[2];
#else
            plat->wait = PLATWAIT * TICSPERSEC;
#endif
#if !__JHEXEN__
            S_PlaneSound((Plane *)P_GetPtrp(sec, DMU_FLOOR_PLANE), SFX_PLATFORMSTART);
#endif
            break;

        default:
            break;
        }

#if __JHEXEN__
        SN_StartSequenceInSec(plat->sector, SEQ_PLATFORM);
#endif
    }

    return rtn;
}
Esempio n. 11
0
dd_bool EV_SpawnLight(Line * /*line*/, byte *arg, lighttype_t type)
{
    int arg1, arg2, arg3, arg4;

    arg1 = (int) arg[1];
    arg2 = (int) arg[2];
    arg3 = (int) arg[3];
    arg4 = (int) arg[4];

    iterlist_t *list = P_GetSectorIterListForTag((int) arg[0], false);
    if(!list) return false;

    dd_bool rtn = false;

    IterList_SetIteratorDirection(list, ITERLIST_FORWARD);
    IterList_RewindIterator(list);

    Sector *sec;
    while((sec = (Sector *)IterList_MoveIterator(list)))
    {
        rtn = true;

        dd_bool think = false;

        light_t *light = (light_t *)Z_Calloc(sizeof(*light), PU_MAP, 0);

        light->type   = type;
        light->sector = sec;
        light->count  = 0;

        switch(type)
        {
        case LITE_RAISEBYVALUE:
            P_SectorModifyLight(light->sector, (float) arg1 / 255.0f);
            break;

        case LITE_LOWERBYVALUE:
            P_SectorModifyLight(light->sector, -((float) arg1 / 255.0f));
            break;

        case LITE_CHANGETOVALUE:
            P_SectorSetLight(light->sector, (float) arg1 / 255.0f);
            break;

        case LITE_FADE:
            think = true;
            light->value1 = (float) arg1 / 255.0f; // Destination lightlevel.
            light->value2 =
                FIX2FLT(FixedDiv((arg1 - (int) (255.0f * P_SectorLight(light->sector))) << FRACBITS,
                         arg2 << FRACBITS)) / 255.0f; // Delta lightlevel.
            if(P_SectorLight(light->sector) <= (float) arg1 / 255.0f)
            {
                light->tics2 = 1; // Get brighter.
            }
            else
            {
                light->tics2 = -1;
            }
            break;

        case LITE_GLOW:
            think = true;
            light->value1 = (float) arg1 / 255.0f; // Upper lightlevel.
            light->value2 = (float) arg2 / 255.0f; // Lower lightlevel.
            light->tics1 =
                FixedDiv((arg1 - (int) (255.0f * P_SectorLight(light->sector))) << FRACBITS,
                         arg3 << FRACBITS); // Lightlevel delta.
            if(P_SectorLight(light->sector) <= (float) arg1 / 255.0f)
            {
                light->tics2 = 1; // Get brighter.
            }
            else
            {
                light->tics2 = -1;
            }
            break;

        case LITE_FLICKER:
            think = true;
            light->value1 = (float) arg1 / 255.0f; // Upper lightlevel.
            light->value2 = (float) arg2 / 255.0f; // Lower lightlevel.
            P_SectorSetLight(light->sector, light->value1);
            light->count = (P_Random() & 64) + 1;
            break;

        case LITE_STROBE:
            think = true;
            light->value1 = (float) arg1 / 255.0f; // Upper lightlevel.
            light->value2 = (float) arg2 / 255.0f; // Lower lightlevel.
            light->tics1 = arg3; // Upper tics.
            light->tics2 = arg4; // Lower tics.
            light->count = arg3;
            P_SectorSetLight(light->sector, light->value1);
            break;

        default:
            rtn = false;
            break;
        }

        if(think)
        {
            light->thinker.function = (thinkfunc_t) T_Light;
            Thinker_Add(&light->thinker);
        }
        else
        {
            Z_Free(light);
        }
    }

    return rtn;
}