- 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.
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parent
b29058c1ab
commit
4e60ea0252
50 changed files with 235 additions and 216 deletions
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@ -63,7 +63,7 @@ void A_Unblock(AActor *self, bool drop)
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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{
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self->alpha = OPAQUE;
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self->Alpha = 1.;
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self->visdir = 0;
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}
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@ -201,7 +201,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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{
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self->alpha = OPAQUE;
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self->Alpha = 1;
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self->visdir = 0;
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}
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@ -303,7 +303,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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mo->Vel.Z = (mo->Z() - self->Z()) / self->Height * 4;
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CALL_ACTION(A_IceSetTics, mo); // set a random tic wait
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mo->RenderStyle = self->RenderStyle;
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mo->alpha = self->alpha;
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mo->Alpha = self->Alpha;
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}
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}
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if (self->player)
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@ -326,7 +326,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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}
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head->Angles.Pitch = 0.;
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head->RenderStyle = self->RenderStyle;
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head->alpha = self->alpha;
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head->Alpha = self->Alpha;
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if (head->player->camera == self)
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{
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head->player->camera = head;
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