- Gez's latest cleanup patch.
SVN r1854 (trunk)
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f3f209160e
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7 changed files with 29 additions and 46 deletions
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@ -565,7 +565,7 @@ IMPLEMENT_CLASS (APowerInvisibility)
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IMPLEMENT_CLASS (APowerShadow)
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// Invisibility flag combos
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#define INVISIBILITY_FLAGS1 (MF_SHADOW | MF_STEALTH)
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#define INVISIBILITY_FLAGS1 (MF_SHADOW)
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#define INVISIBILITY_FLAGS3 (MF3_GHOST)
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#define INVISIBILITY_FLAGS5 (MF5_CANTSEEK)
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@ -590,24 +590,6 @@ void APowerInvisibility::InitEffect ()
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flags5 &= ~(Owner->flags5 & INVISIBILITY_FLAGS5);
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Owner->flags5 |= flags5 & INVISIBILITY_FLAGS5;
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// Finds out what's the normal alpha and render style for the owner.
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// First assume it's what it currently is.
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//OwnersNormalStyle = Owner->RenderStyle;
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//OwnersNormalAlpha = Owner->alpha;
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// Then look if there aren't active invis powerups and look what they're saying.
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/*AInventory *item = Owner->Inventory;
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while (item != NULL)
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{
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if (item->IsKindOf(RUNTIME_CLASS(APowerInvisibility)) && item != this)
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{
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OwnersNormalStyle = static_cast<APowerInvisibility*>(item)->OwnersNormalStyle;
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OwnersNormalAlpha = static_cast<APowerInvisibility*>(item)->OwnersNormalAlpha;
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item = NULL; // No need to look further
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}
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else item = item->Inventory;
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}
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Printf("Owner's normal style is found to be %i, normal alpha is found to be %i.\n",
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OwnersNormalStyle, OwnersNormalAlpha>>FRACBITS);*/
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DoEffect();
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}
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}
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@ -623,7 +605,7 @@ void APowerInvisibility::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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fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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Owner->alpha = clamp<fixed_t>((/*OwnersNormalAlpha*/OPAQUE - ts), 0, OPAQUE);
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Owner->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
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switch (Mode)
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{
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case (NAME_Fuzzy):
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@ -639,6 +621,7 @@ void APowerInvisibility::DoEffect ()
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Owner->RenderStyle = STYLE_Stencil;
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break;
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case (NAME_None):
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case (NAME_Cumulative):
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case (NAME_Translucent):
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Owner->RenderStyle = STYLE_Translucent;
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break;
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@ -663,8 +646,8 @@ void APowerInvisibility::EndEffect ()
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Owner->flags3 &= ~(flags3 & INVISIBILITY_FLAGS3);
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Owner->flags5 &= ~(flags5 & INVISIBILITY_FLAGS5);
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Owner->RenderStyle = STYLE_Normal;//OwnersNormalStyle;
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Owner->alpha = OPAQUE;//OwnersNormalAlpha;
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Owner->RenderStyle = STYLE_Normal;
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Owner->alpha = OPAQUE;
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// Check whether there are other invisibility items and refresh their effect.
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// If this isn't done there will be one incorrectly drawn frame when this
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@ -693,15 +676,15 @@ int APowerInvisibility::AlterWeaponSprite (vissprite_t *vis)
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// Blink if the powerup is wearing off
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if (changed == 0 && EffectTics < 4*32 && !(EffectTics & 8))
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{
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vis->RenderStyle = STYLE_Normal;//OwnersNormalStyle;
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vis->alpha = OPAQUE;//OwnersNormalAlpha;
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vis->RenderStyle = STYLE_Normal;
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vis->alpha = OPAQUE;
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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 * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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vis->alpha = clamp<fixed_t>((/*OwnersNormalAlpha*/OPAQUE - ts), 0, OPAQUE);
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vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
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switch (Mode)
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{
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case (NAME_Fuzzy):
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