Like the title says, I'd like to know if there's a way to remove the dynamic lights defined in GLDEFS attached to any actor in a map.
We're talking about lights not attached through the A_AttachLightDef() function, but directly set on the actors frames in GLDEFS.
Navigating through the code of GZDoom I found this:
Code: Select all
void FLevelLocals::DeleteAllAttachedLights()
{
auto it = GetThinkerIterator<AActor>();
AActor * a;
while ((a=it.Next()))
{
a->DeleteAttachedLights();
}
}Is it even possible?