- made A_SpawnParticle's fadestep parameter a fixed point value as well.
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2 changed files with 3 additions and 3 deletions
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@ -2647,14 +2647,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
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ACTION_PARAM_BOOL(fullbright, 8);
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ACTION_PARAM_FIXED(startalphaf, 9);
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ACTION_PARAM_INT(size, 10);
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ACTION_PARAM_INT(fadestep, 11);
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ACTION_PARAM_FIXED(fadestepf, 11);
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ACTION_PARAM_FIXED(accelx, 12);
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ACTION_PARAM_FIXED(accely, 13);
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ACTION_PARAM_FIXED(accelz, 14);
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BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
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int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT);
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lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
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fadestep = clamp<int>(fadestep, -1, 0xFF); // Clamp to byte inc. -1 (indicating automatic)
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size = clamp<int>(size, 0, 0xFF); // Clamp to byte
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if (lifetime != 0)
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