- scriptified PowerStrength.
This revealed an interesting bug: When the berserk fadout formula was changed in 2005 the result was essentially broken, resulting in values around 7000 - it only worked by happenstance because the lower 8 bits of the resulting values just happened to work to some degree and never overflowed. But the resulting fade was far too weak and a slightly different handling of the color composition code for the VM made it break down entirely. This restores the pre-2005 formula but weakened intensity which now comes a lot closer to how it is supposed to look.
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6 changed files with 54 additions and 81 deletions
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@ -5921,8 +5921,7 @@ FxExpression *FxMemberIdentifier::Resolve(FCompileContext& ctx)
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{
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Object->ValueType = TypeColorStruct;
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}
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else if (Object->ValueType->IsKindOf(RUNTIME_CLASS(PPointer)))
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if (Object->ValueType->IsKindOf(RUNTIME_CLASS(PPointer)))
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{
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auto ptype = static_cast<PPointer *>(Object->ValueType)->PointedType;
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if (ptype->IsKindOf(RUNTIME_CLASS(PStruct)))
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