- implemented "hazardcolor" and "hazardflash" properties. This affects strife's sector damage type that passively builds up over time. setting "hazardcolor" changes the gradual blend that is used when palette flash is disabled. setting "hazardflash" changes the flashing blend that is used when palette flash is turned on.
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2b5fea4ea8
commit
b4079b9915
5 changed files with 32 additions and 2 deletions
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@ -273,6 +273,8 @@ void level_info_t::Reset()
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SndSeq = "";
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BorderTexture = "";
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teamdamage = 0.f;
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hazardcolor = 0xff004200;
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hazardflash = 0xff00ff00;
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specialactions.Clear();
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DefaultEnvironment = 0;
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PrecacheSounds.Clear();
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@ -1200,6 +1202,20 @@ DEFINE_MAP_OPTION(defaultenvironment, false)
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info->DefaultEnvironment = id;
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}
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DEFINE_MAP_OPTION(hazardcolor, true)
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{
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parse.ParseAssign();
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parse.sc.MustGetString();
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info->hazardcolor = V_GetColor(NULL, parse.sc);
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}
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DEFINE_MAP_OPTION(hazardflash, true)
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{
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parse.ParseAssign();
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parse.sc.MustGetString();
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info->hazardflash = V_GetColor(NULL, parse.sc);
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}
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//==========================================================================
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//
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