- 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

@ -1527,8 +1527,8 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
ss->prevsec = -1; // stair retriggering until build completes
ss->SetAlpha(sector_t::floor, FRACUNIT);
ss->SetAlpha(sector_t::ceiling, FRACUNIT);
ss->SetAlpha(sector_t::floor, OPAQUE);
ss->SetAlpha(sector_t::ceiling, OPAQUE);
ss->SetXScale(sector_t::floor, FRACUNIT); // [RH] floor and ceiling scaling
ss->SetYScale(sector_t::floor, FRACUNIT);
ss->SetXScale(sector_t::ceiling, FRACUNIT);
@ -1760,7 +1760,7 @@ void P_LoadThings (MapData * map)
mti[i].SkillFilter = MakeSkill(flags);
mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
mti[i].RenderStyle = STYLE_Count;
mti[i].alpha = -1;
mti[i].Alpha = -1;
mti[i].health = 1;
mti[i].FloatbobPhase = -1;
@ -1856,7 +1856,7 @@ void P_LoadThings2 (MapData * map)
mti[i].Gravity = 1;
mti[i].RenderStyle = STYLE_Count;
mti[i].alpha = -1;
mti[i].Alpha = -1;
mti[i].health = 1;
mti[i].FloatbobPhase = -1;
}
@ -2055,7 +2055,7 @@ void P_FinishLoadingLineDef(line_t *ld, int alpha)
additive = true;
}
alpha = Scale(alpha, FRACUNIT, 255);
alpha = Scale(alpha, OPAQUE, 255);
if (!ld->args[0])
{
ld->Alpha = alpha;
@ -2172,7 +2172,7 @@ void P_LoadLineDefs (MapData * map)
ld = lines;
for (i = 0; i < numlines; i++, mld++, ld++)
{
ld->Alpha = FRACUNIT; // [RH] Opaque by default
ld->Alpha = OPAQUE; // [RH] Opaque by default
ld->portalindex = UINT_MAX;
// [RH] Translate old linedef special and flags to be
@ -2276,7 +2276,7 @@ void P_LoadLineDefs2 (MapData * map)
ld->v1 = &vertexes[LittleShort(mld->v1)];
ld->v2 = &vertexes[LittleShort(mld->v2)];
ld->Alpha = FRACUNIT; // [RH] Opaque by default
ld->Alpha = OPAQUE; // [RH] Opaque by default
P_SetSideNum (&ld->sidedef[0], LittleShort(mld->sidenum[0]));
P_SetSideNum (&ld->sidedef[1], LittleShort(mld->sidenum[1]));