- store floating point parameters for DECORATE properties as doubles.

This commit is contained in:
Christoph Oelckers 2016-02-12 01:21:29 +01:00
commit d25455736a
3 changed files with 12 additions and 9 deletions

View file

@ -2174,7 +2174,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
}
if (PROP_PARM_COUNT > 2)
{
PROP_FLOAT_PARM(falpha, 2);
PROP_DOUBLE_PARM(falpha, 2);
alpha=int(falpha*255);
}
else alpha = 255/3;
@ -2718,17 +2718,17 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, Cfs, PlayerPawn)
}
else if (PROP_PARM_COUNT < 4)
{
PROP_FLOAT_PARM(a, 2);
PROP_DOUBLE_PARM(a, 2);
color.a = BYTE(255 * clamp(a, 0.f, 1.f));
color.a = BYTE(255 * clamp<double>(a, 0.f, 1.f));
defaults->DamageFade = color;
}
else
{
PROP_FLOAT_PARM(a, 2);
PROP_DOUBLE_PARM(a, 2);
PROP_STRING_PARM(type, 3);
color.a = BYTE(255 * clamp(a, 0.f, 1.f));
color.a = BYTE(255 * clamp<double>(a, 0.f, 1.f));
assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
static_cast<PClassPlayerPawn *>(info)->PainFlashes.Insert(type, color);
}