- Added translucent blending modes to FMultipatchTexture (not tested yet!)

- Also changed all true color texture creation functions to use proper alpha
  values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
  values. 
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an 
  unlimited sound. This can become extremely loud. Replaced with a new
  sound which is just an alias to weapons/rocklx but has a limit of 4.


SVN r932 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-22 18:48:30 +00:00
commit 4667bfe46f
20 changed files with 298 additions and 105 deletions

View file

@ -462,13 +462,13 @@ int FPCXTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCo
c=0x0c; // Apparently there's many non-compliant PCXs out there...
if (c !=0x0c)
{
for(int i=0;i<256;i++) pe[i]=PalEntry(0,i,i,i); // default to a gray map
for(int i=0;i<256;i++) pe[i]=PalEntry(255,i,i,i); // default to a gray map
}
else for(int i=0;i<256;i++)
{
BYTE r,g,b;
lump >> r >> g >> b;
pe[i] = PalEntry(r,g,b);
pe[i] = PalEntry(255, r,g,b);
}
lump.Seek(sizeof(header), SEEK_SET);
ReadPCX8bits (Pixels, lump, &header);