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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).
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2 changed files with 4 additions and 3 deletions
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@ -163,7 +163,7 @@ keywords
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A_PlayerSkinCheck = "state A_PlayerSkinCheck(str state)";
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A_PlayerSkinCheck = "state A_PlayerSkinCheck(str state)";
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A_SkullPop = "A_SkullPop[(str type = \"BloodySkull\")]";
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A_SkullPop = "A_SkullPop[(str type = \"BloodySkull\")]";
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A_Quake = "A_Quake(int intensity, int duration, int damageradius, int tremorradius[, str sound = \"world/quake\"])";
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A_Quake = "A_Quake(int intensity, int duration, int damageradius, int tremorradius[, str sound = \"world/quake\"])";
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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]]]]]]])";
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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]]]]]]]]])";
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//Spawn functions
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//Spawn functions
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A_TossGib = "A_TossGib";
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A_TossGib = "A_TossGib";
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A_SpawnDebris = "A_SpawnDebris(str type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])";
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A_SpawnDebris = "A_SpawnDebris(str type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])";
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@ -112,7 +112,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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// Determine brightness
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// Determine brightness
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int color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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byte alpha = (byte)General.Clamp(level.alpha, 0, 255);
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int color = PixelColor.FromInt(level.color).WithAlpha(alpha).ToInt();
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int targetbrightness;
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int targetbrightness;
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if(extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
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if(extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
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{
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{
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@ -139,7 +140,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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{
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{
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if(sd.LightLevels[i] == level)
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if(sd.LightLevels[i] == level)
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{
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{
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if(i > 0) color = sd.LightLevels[i - 1].color;
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if(i > 0) color = PixelColor.FromInt(sd.LightLevels[i - 1].color).WithAlpha(alpha).ToInt();
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break;
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break;
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}
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}
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}
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}
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