- Fixed: Powerup.Color's handler contained an unnecessary 'else' which resulted

in opaque powerup blends.

SVN r1252 (trunk)
This commit is contained in:
Christoph Oelckers 2008-10-05 08:50:47 +00:00
commit d9ab611db2
8 changed files with 281 additions and 41 deletions

View file

@ -951,6 +951,17 @@ FString FScanner::TokenName (int token, const char *string)
//
//==========================================================================
int FScanner::GetMessageLine()
{
return AlreadyGot? AlreadyGotLine : Line;
}
//==========================================================================
//
// FScanner::ScriptError
//
//==========================================================================
void STACK_ARGS FScanner::ScriptError (const char *message, ...)
{
FString composed;

View file

@ -56,6 +56,7 @@ public:
bool Compare(const char *text);
int MatchString(const char **strings);
int MustMatchString(const char **strings);
int GetMessageLine();
void ScriptError(const char *message, ...);
void ScriptMessage(const char *message, ...);
@ -71,6 +72,7 @@ public:
bool End;
bool Crossed;
int LumpNum;
FString ScriptName;
protected:
void PrepareScript();
@ -81,7 +83,6 @@ protected:
static const int MAX_STRING_SIZE = 128;
bool ScriptOpen;
FString ScriptName;
FString ScriptBuffer;
const char *ScriptPtr;
const char *ScriptEndPtr;

View file

@ -150,6 +150,9 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def)
type = parent->CreateDerivedClass (typeName, parent->Size);
ResetBaggage(&bag, parent);
info = bag.Info = type->ActorInfo;
#ifdef _DEBUG
bag.ClassName = type->TypeName;
#endif
info->GameFilter = GAME_Any;
sc.MustGetStringName("{");

View file

@ -523,6 +523,9 @@ static FActorInfo *ParseActorHeader(FScanner &sc, Baggage *bag)
ResetBaggage (bag, info->Class->ParentClass);
bag->Info = info;
bag->Lumpnum = sc.LumpNum;
#ifdef _DEBUG
bag->ClassName = typeName;
#endif
return info;
}
catch (CRecoverableError &err)

View file

@ -119,6 +119,9 @@ struct FDropItem;
struct Baggage
{
#ifdef _DEBUG
FString ClassName; // This is here so that during debugging the class name can be seen
#endif
FActorInfo *Info;
bool DropItemSet;
bool StateSet;

View file

@ -1718,7 +1718,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
color = V_GetColor(NULL, name);
}
else if (PROP_PARM_COUNT > 1)
if (PROP_PARM_COUNT > 2)
{
PROP_FLOAT_PARM(falpha, 2);
alpha=int(falpha*255);