- 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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@ -595,11 +595,11 @@ static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
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{
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if (walls[i].cstat & 512)
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{
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lines[j].Alpha = FRACUNIT/3;
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lines[j].Alpha = TRANSLUC33;
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}
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else
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{
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lines[j].Alpha = FRACUNIT*2/3;
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lines[j].Alpha = TRANSLUC66;
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}
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}
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if (walls[i].cstat & 1)
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@ -707,7 +707,7 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
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mapthings[count].special = 0;
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mapthings[count].Gravity = 1.;
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mapthings[count].RenderStyle = STYLE_Count;
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mapthings[count].alpha = -1;
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mapthings[count].Alpha = -1;
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mapthings[count].health = -1;
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mapthings[count].FloatbobPhase = -1;
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@ -890,7 +890,7 @@ void ACustomSprite::BeginPlay ()
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if (cstat & 2)
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{
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RenderStyle = STYLE_Translucent;
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alpha = (cstat & 512) ? TRANSLUC66 : TRANSLUC33;
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Alpha = (cstat & 512) ? 0.6666 : 0.3333;
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}
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if (cstat & 4)
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renderflags |= RF_XFLIP;
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