- 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)
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20 changed files with 298 additions and 105 deletions
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@ -1283,11 +1283,11 @@ static void ActorStates (FScanner &sc, AActor *defaults, Baggage &bag)
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static void ActorRenderStyle (FScanner &sc, AActor *defaults, Baggage &bag)
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{
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static const char * renderstyles[]={
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"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD",NULL};
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"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD","SHADED", NULL};
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static const int renderstyle_values[]={
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STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
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STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add};
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STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded};
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sc.MustGetString();
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defaults->RenderStyle = LegacyRenderStyles[renderstyle_values[sc.MustMatchString(renderstyles)]];
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