- 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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b29058c1ab
commit
4e60ea0252
50 changed files with 235 additions and 216 deletions
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@ -3843,7 +3843,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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break;
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case APROP_Alpha:
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actor->alpha = value;
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actor->Alpha = ACSToDouble(value);
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break;
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case APROP_RenderStyle:
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@ -4039,7 +4039,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_Damage: return actor->GetMissileDamage(0,1);
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case APROP_DamageFactor:return actor->DamageFactor;
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case APROP_DamageMultiplier: return actor->DamageMultiply;
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case APROP_Alpha: return actor->alpha;
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case APROP_Alpha: return DoubleToACS(actor->Alpha);
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case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
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{ // Check for a legacy render style that matches.
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if (LegacyRenderStyles[style] == actor->RenderStyle)
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@ -8000,13 +8000,13 @@ scriptwait:
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switch (type & 0xFF)
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{
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default: // normal
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alpha = (optstart < sp) ? Stack[optstart] : FRACUNIT;
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alpha = (optstart < sp) ? Stack[optstart] : OPAQUE;
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msg = new DHUDMessage (activefont, work, x, y, hudwidth, hudheight, color, holdTime);
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break;
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case 1: // fade out
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{
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float fadeTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.5f;
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alpha = (optstart < sp-1) ? Stack[optstart+1] : FRACUNIT;
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alpha = (optstart < sp-1) ? Stack[optstart+1] : OPAQUE;
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msg = new DHUDMessageFadeOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, fadeTime);
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}
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break;
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@ -8022,7 +8022,7 @@ scriptwait:
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{
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float inTime = (optstart < sp) ? ACSToFloat(Stack[optstart]) : 0.5f;
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float outTime = (optstart < sp-1) ? ACSToFloat(Stack[optstart+1]) : 0.5f;
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alpha = (optstart < sp-2) ? Stack[optstart+2] : FRACUNIT;
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alpha = (optstart < sp-2) ? Stack[optstart+2] : OPAQUE;
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msg = new DHUDMessageFadeInOut (activefont, work, x, y, hudwidth, hudheight, color, holdTime, inTime, outTime);
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}
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break;
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