Fixed, Visual mode: in some cases translucency was ignored on inner top sides of translucent 3d floors.

Internal, Script Editor: moved some setup/auto-completion logic to separate classes.
Updated ZDoom_DECORATE.cfg (A_QuakeEx).
This commit is contained in:
MaxED 2016-04-28 14:02:24 +00:00 committed by spherallic
parent e87a8b0c3c
commit 697e9e4bf5
2 changed files with 4 additions and 3 deletions

View file

@ -163,7 +163,7 @@ keywords
A_PlayerSkinCheck = "state A_PlayerSkinCheck(str state)"; A_PlayerSkinCheck = "state A_PlayerSkinCheck(str state)";
A_SkullPop = "A_SkullPop[(str type = \"BloodySkull\")]"; A_SkullPop = "A_SkullPop[(str type = \"BloodySkull\")]";
A_Quake = "A_Quake(int intensity, int duration, int damageradius, int tremorradius[, str sound = \"world/quake\"])"; A_Quake = "A_Quake(int intensity, int duration, int damageradius, int tremorradius[, str sound = \"world/quake\"])";
A_QuakeEx = "A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad[, str sound = \"world/quake\"[, int flags = 0[, float mulwavex = 1.0[, float mulwavey = 1.0[, float mulwavez = 1.0[, int falloff = 0[, int highpoint = 0]]]]]]])"; A_QuakeEx = "A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad[, str sound = \"world/quake\"[, int flags = 0[, float mulwavex = 1.0[, float mulwavey = 1.0[, float mulwavez = 1.0[, int falloff = 0[, int highpoint = 0[, float rollintensity = 0.0[, float rollwave = 0.0]]]]]]]]])";
//Spawn functions //Spawn functions
A_TossGib = "A_TossGib"; A_TossGib = "A_TossGib";
A_SpawnDebris = "A_SpawnDebris(str type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])"; A_SpawnDebris = "A_SpawnDebris(str type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])";

View file

@ -112,7 +112,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f); texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
// Determine brightness // Determine brightness
int color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt(); byte alpha = (byte)General.Clamp(level.alpha, 0, 255);
int color = PixelColor.FromInt(level.color).WithAlpha(alpha).ToInt();
int targetbrightness; int targetbrightness;
if(extrafloor != null && !extrafloor.VavoomType && !level.disablelighting) if(extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
{ {
@ -139,7 +140,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
{ {
if(sd.LightLevels[i] == level) if(sd.LightLevels[i] == level)
{ {
if(i > 0) color = sd.LightLevels[i - 1].color; if(i > 0) color = PixelColor.FromInt(sd.LightLevels[i - 1].color).WithAlpha(alpha).ToInt();
break; break;
} }
} }