- made AActor::alpha a floating point value

- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
This commit is contained in:
Christoph Oelckers 2016-03-21 12:18:46 +01:00
commit 4e60ea0252
50 changed files with 235 additions and 216 deletions

View file

@ -63,7 +63,7 @@ void A_Unblock(AActor *self, bool drop)
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->alpha = OPAQUE;
self->Alpha = 1.;
self->visdir = 0;
}
@ -201,7 +201,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->alpha = OPAQUE;
self->Alpha = 1;
self->visdir = 0;
}
@ -303,7 +303,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
mo->Vel.Z = (mo->Z() - self->Z()) / self->Height * 4;
CALL_ACTION(A_IceSetTics, mo); // set a random tic wait
mo->RenderStyle = self->RenderStyle;
mo->alpha = self->alpha;
mo->Alpha = self->Alpha;
}
}
if (self->player)
@ -326,7 +326,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
}
head->Angles.Pitch = 0.;
head->RenderStyle = self->RenderStyle;
head->alpha = self->alpha;
head->Alpha = self->Alpha;
if (head->player->camera == self)
{
head->player->camera = head;