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https://github.com/TES3MP/openmw-tes3mp.git
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adding ini values for 'cloudy' and 'clear'
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1badb5d04f
commit
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2 changed files with 145 additions and 21 deletions
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@ -12,21 +12,73 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering) :
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{
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mRendering = rendering;
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#define clr(r,g,b) ColourValue(r/255.f, g/255.f, b/255.f)
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/// \todo read these from Morrowind.ini
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Weather clear;
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clear.mCloudTexture = "tx_sky_clear.dds";
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clear.mCloudsMaximumPercent = 0.75;
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clear.mCloudsMaximumPercent = 1.0;
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clear.mTransitionDelta = 0.15;
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clear.mSkySunriseColor = clr(118, 141, 164);
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clear.mSkyDayColor = clr(95, 135, 203);
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clear.mSkySunsetColor = clr(56, 89, 129);
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clear.mSkyNightColor = clr(9, 10, 11);
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clear.mFogSunriseColor = clr(255, 189, 157);
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clear.mFogDayColor = clr(206, 227, 255);
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clear.mFogSunsetColor = clr(255, 189, 157);
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clear.mFogNightColor = clr(9, 10, 11);
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clear.mAmbientSunriseColor = clr(47, 66, 96);
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clear.mAmbientDayColor = clr(137, 140, 160);
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clear.mAmbientSunsetColor = clr(68, 75, 96);
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clear.mAmbientNightColor = clr(32, 35, 42);
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clear.mSunSunriseColor = clr(242, 159, 99);
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clear.mSunDayColor = clr(255, 252, 238);
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clear.mSunSunsetColor = clr(255, 115, 79);
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clear.mSunNightColor = clr(59, 97, 176);
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clear.mSunDiscSunsetColour = clr(255, 189, 157);
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clear.mLandFogDayDepth = 0.69;
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clear.mLandFogNightDepth = 0.69;
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clear.mWindSpeed = 0.1;
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clear.mCloudSpeed = 1.25;
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clear.mGlareView = 1.0;
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mWeatherSettings["clear"] = clear;
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Weather cloudy;
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cloudy.mCloudTexture = "tx_sky_cloudy.dds";
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cloudy.mCloudsMaximumPercent = 0.9;
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cloudy.mCloudsMaximumPercent = 1.0;
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cloudy.mTransitionDelta = 0.15;
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cloudy.mSkySunriseColor = clr(126, 158, 173);
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cloudy.mSkyDayColor = clr(117, 160, 215);
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cloudy.mSkySunsetColor = clr(111, 114, 159);
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cloudy.mSkyNightColor = clr(9, 10, 11);
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cloudy.mFogSunriseColor = clr(255, 207, 149);
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cloudy.mFogDayColor = clr(245, 235, 224);
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cloudy.mFogSunsetColor = clr(255, 155, 106);
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cloudy.mFogNightColor = clr(9, 10, 11);
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cloudy.mAmbientSunriseColor = clr(66, 74, 87);
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cloudy.mAmbientDayColor = clr(137, 145, 160);
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cloudy.mAmbientSunsetColor = clr(71, 80, 92);
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cloudy.mAmbientNightColor = clr(32, 39, 54);
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cloudy.mSunSunriseColor = clr(241, 177, 99);
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cloudy.mSunDayColor = clr(255, 236, 221);
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cloudy.mSunSunsetColor = clr(255, 89, 00);
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cloudy.mSunNightColor = clr(77, 91, 124);
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cloudy.mSunDiscSunsetColour = clr(255, 202, 179);
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cloudy.mLandFogDayDepth = 0.72;
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cloudy.mLandFogNightDepth = 0.72;
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cloudy.mWindSpeed = 0.2;
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cloudy.mCloudSpeed = 2;
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cloudy.mGlareView = 1.0;
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mWeatherSettings["cloudy"] = cloudy;
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/*
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Weather overcast;
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overcast.mCloudTexture = "tx_sky_overcast.dds";
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overcast.mCloudsMaximumPercent = 1.0;
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mWeatherSettings["overcast"] = overcast;
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*/
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setWeather("clear", true);
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setWeather("cloudy", false);
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@ -11,6 +11,74 @@ namespace MWRender
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namespace MWWorld
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{
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/// Global weather manager properties (according to INI)
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struct WeatherGlobals
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{
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/*
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EnvReduceColor=255,255,255,255
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LerpCloseColor=037,046,048,255
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BumpFadeColor=230,239,255,255
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AlphaReduce=0.35
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Minimum Time Between Environmental Sounds=1.0
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Maximum Time Between Environmental Sounds=5.0
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Sun Glare Fader Max=0.5
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Sun Glare Fader Angle Max=30.0
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Sun Glare Fader Color=222,095,039
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Timescale Clouds=0
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Precip Gravity=575
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Hours Between Weather Changes=20
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Rain Ripples=1
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Rain Ripple Radius=1024
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Rain Ripples Per Drop=1
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Rain Ripple Scale=0.3
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Rain Ripple Speed=1.0
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Fog Depth Change Speed=3
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Sunrise Time=6
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Sunset Time=18
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Sunrise Duration=2
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Sunset Duration=2
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Sky Pre-Sunrise Time=.5
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Sky Post-Sunrise Time=1
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Sky Pre-Sunset Time=1.5
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Sky Post-Sunset Time=.5
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Ambient Pre-Sunrise Time=.5
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Ambient Post-Sunrise Time=2
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Ambient Pre-Sunset Time=1
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Ambient Post-Sunset Time=1.25
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Fog Pre-Sunrise Time=.5
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Fog Post-Sunrise Time=1
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Fog Pre-Sunset Time=2
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Fog Post-Sunset Time=1
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Sun Pre-Sunrise Time=0
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Sun Post-Sunrise Time=0
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Sun Pre-Sunset Time=1
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Sun Post-Sunset Time=1.25
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Stars Post-Sunset Start=1
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Stars Pre-Sunrise Finish=2
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Stars Fading Duration=2
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Snow Ripples=0
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Snow Ripple Radius=1024
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Snow Ripples Per Flake=1
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Snow Ripple Scale=0.3
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Snow Ripple Speed=1.0
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Snow Gravity Scale=0.1
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Snow High Kill=700
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Snow Low Kill=150
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*/
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float mSunriseTime,
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mSunsetTime,
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mSunriseDuration,
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mSunsetDuration;
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WeatherGlobals() :
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mSunriseTime(8),
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mSunsetTime(18),
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mSunriseDuration(2),
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mSunsetDuration(2)
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{};
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};
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/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
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struct WeatherResult
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{
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@ -40,38 +108,38 @@ namespace MWWorld
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};
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/// Defines a single weather setting
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/// Defines a single weather setting (according to INI)
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struct Weather
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{
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Ogre::String mCloudTexture;
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// Sky (atmosphere) colors
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Ogre::ColourValue mSkySunriseColor;
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Ogre::ColourValue mSkyDayColor;
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Ogre::ColourValue mSkySunsetColor;
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Ogre::ColourValue mSkyNightColor;
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Ogre::ColourValue mSkySunriseColor,
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mSkyDayColor,
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mSkySunsetColor,
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mSkyNightColor;
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// Fog colors
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Ogre::ColourValue mFogSunriseColor;
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Ogre::ColourValue mFogDayColor;
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Ogre::ColourValue mFogSunsetColor;
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Ogre::ColourValue mFogNightColor;
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Ogre::ColourValue mFogSunriseColor,
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mFogDayColor,
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mFogSunsetColor,
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mFogNightColor;
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// Ambient lighting colors
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Ogre::ColourValue mAmbientSunriseColor;
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Ogre::ColourValue mAmbientDayColor;
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Ogre::ColourValue mAmbientSunsetColor;
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Ogre::ColourValue mAmbientNightColor;
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Ogre::ColourValue mAmbientSunriseColor,
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mAmbientDayColor,
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mAmbientSunsetColor,
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mAmbientNightColor;
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// Sun (directional) lighting colors
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Ogre::ColourValue mSunSunriseColor;
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Ogre::ColourValue mSunDayColor;
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Ogre::ColourValue mSunSunsetColor;
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Ogre::ColourValue mSunNightColor;
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Ogre::ColourValue mSunSunriseColor,
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mSunDayColor,
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mSunSunsetColor,
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mSunNightColor;
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// Fog depth/density
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float mLandFogDayDepth;
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float mLandFogNightDepth;
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float mLandFogDayDepth,
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mLandFogNightDepth;
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// Color modulation for the sun itself during sunset (not completely sure)
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Ogre::ColourValue mSunDiscSunsetColour;
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@ -95,6 +163,10 @@ namespace MWWorld
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// Sound effect
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// This is used for Blight, Ashstorm and Blizzard (Bloodmoon)
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Ogre::String mAmbientLoopSoundID;
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/// \todo rain, thunder, ashstorm...
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/// \todo disease chance
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};
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///
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