- moved the GetBlend script call to the one single place where it is needed to get rid of one native AInventory method.
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5 changed files with 12 additions and 28 deletions
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@ -43,6 +43,7 @@
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#include "gi.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "vm.h"
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CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0
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CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups
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@ -96,7 +97,16 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
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// [RH] All powerups can affect the screen blending now
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for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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{
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PalEntry color = item->CallGetBlend ();
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PalEntry color = 0;
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IFVIRTUALPTR(item, AInventory, GetBlend)
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{
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VMValue params[1] = { item };
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VMReturn ret((int*)&color.d);
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VMCall(func, params, 1, &ret, 1);
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}
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if (color.a != 0)
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{
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V_AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
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