Change A_OverlayTranslation to accept a named translation instead. (#1215)

For more advanced use cases, the Translation member of PSprite can be written to directly.
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Nash Muhandes 2020-10-12 23:43:37 +08:00 committed by GitHub
commit cfbf115c4b
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2 changed files with 17 additions and 3 deletions

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@ -754,7 +754,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayTranslation)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer);
PARAM_UINT(trans);
PARAM_NAME(trname);
if (!ACTION_CALL_FROM_PSPRITE())
return 0;
@ -762,7 +762,21 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayTranslation)
DPSprite* pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
if (pspr != nullptr)
{
pspr->Translation = trans;
// There is no constant for the empty name...
if (trname.GetChars()[0] == 0)
{
// an empty string resets to the default
// (unlike AActor::SetTranslation, there is no Default block for PSprites, so just set the translation to 0)
pspr->Translation = 0;
return 0;
}
int tnum = R_FindCustomTranslation(trname);
if (tnum >= 0)
{
pspr->Translation = tnum;
}
// silently ignore if the name does not exist, this would create some insane message spam otherwise.
}
return 0;