- floatification of some alpha parameters.
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a652c061f6
commit
1eb106e2c5
9 changed files with 33 additions and 30 deletions
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@ -499,8 +499,7 @@ int APowerInvulnerable::AlterWeaponSprite (visstyle_t *vis)
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{
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if (Mode == NAME_Ghost && !(Owner->flags & MF_SHADOW))
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{
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double wp_alpha = MIN<double>(0.25 + Owner->Alpha*0.75, 1.);
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vis->alpha = FLOAT2FIXED(wp_alpha);
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vis->Alpha = MIN<float>(0.25f + (float)Owner->Alpha*0.75f, 1.f);
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}
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}
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return changed;
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@ -616,7 +615,7 @@ void APowerInvisibility::DoEffect ()
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Super::DoEffect();
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// Due to potential interference with other PowerInvisibility items
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// the effect has to be refreshed each tic.
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double ts = FIXED2DBL((Strength/100) * (special1 + 1));
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double ts = (Strength / 100) * (special1 + 1);
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if (ts > 1.) ts = 1.;
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Owner->Alpha = clamp((1. - ts), 0., 1.);
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@ -698,14 +697,14 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
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if (changed == 0 && EffectTics < 4*32 && !(EffectTics & 8))
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{
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vis->RenderStyle = STYLE_Normal;
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vis->alpha = OPAQUE;
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vis->Alpha = 1.f;
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return 1;
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}
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else if (changed == 1)
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{
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// something else set the weapon sprite back to opaque but this item is still active.
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fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
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float ts = float((Strength / 100) * (special1 + 1));
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vis->Alpha = clamp<>((1.f - ts), 0.f, 1.f);
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switch (Mode)
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{
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case (NAME_Fuzzy):
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@ -735,9 +734,9 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
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}
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}
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// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
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if ((vis->alpha < TRANSLUC25 && special1 > 0) || (vis->alpha == 0))
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if ((vis->Alpha < 0.25f && special1 > 0) || (vis->Alpha == 0))
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{
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vis->alpha = clamp<fixed_t>((OPAQUE - (Strength/100)), 0, OPAQUE);
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vis->Alpha = clamp((1.f - float(Strength/100)), 0.f, 1.f);
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vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
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}
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return -1; // This item is valid so another one shouldn't reset the translucency
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@ -754,7 +753,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
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bool APowerInvisibility::HandlePickup (AInventory *item)
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{
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if (Mode == NAME_Cumulative && ((Strength * special1) < FRACUNIT) && item->GetClass() == GetClass())
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if (Mode == NAME_Cumulative && ((Strength * special1) < 1.) && item->GetClass() == GetClass())
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{
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APowerup *power = static_cast<APowerup *>(item);
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if (power->EffectTics == 0)
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@ -1789,7 +1788,7 @@ void APowerRegeneration::DoEffect()
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Super::DoEffect();
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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{
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if (P_GiveBody(Owner, Strength/FRACUNIT))
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if (P_GiveBody(Owner, int(Strength)))
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{
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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}
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