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- Added DavidPH's A_FadeTo patch:
A_FadeTo(float target, float amount = 0.10, bool remove = false) Alters transparency towards target by amount. If remove is true, the actor is destroyed if it reaches target. SVN r2305 (trunk)
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2 changed files with 55 additions and 6 deletions
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@ -1810,11 +1810,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
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ACTION_PARAM_START(1);
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ACTION_PARAM_FIXED(reduce, 0);
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if (reduce == 0) reduce = FRACUNIT/10;
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if (reduce == 0)
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{
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reduce = FRACUNIT/10;
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}
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self->RenderStyle.Flags &= ~STYLEF_Alpha1;
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self->alpha += reduce;
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//if (self->alpha<=0) self->Destroy();
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// Should this clamp alpha to 1.0?
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}
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//===========================================================================
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@ -1830,11 +1832,57 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
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ACTION_PARAM_FIXED(reduce, 0);
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ACTION_PARAM_BOOL(remove, 1);
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if (reduce == 0) reduce = FRACUNIT/10;
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if (reduce == 0)
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{
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reduce = FRACUNIT/10;
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}
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self->RenderStyle.Flags &= ~STYLEF_Alpha1;
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self->alpha -= reduce;
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if (self->alpha<=0 && remove) self->Destroy();
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if (self->alpha <= 0 && remove)
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{
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self->Destroy();
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}
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}
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//===========================================================================
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//
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// A_FadeTo
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//
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// fades the actor to a specified transparency by a specified amount and
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// destroys it if so desired
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_FIXED(target, 0);
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ACTION_PARAM_FIXED(amount, 1);
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ACTION_PARAM_BOOL(remove, 2);
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self->RenderStyle.Flags &= ~STYLEF_Alpha1;
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if (self->alpha > target)
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{
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self->alpha -= amount;
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if (self->alpha < target)
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{
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self->alpha = target;
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}
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}
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else if (self->alpha < target)
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{
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self->alpha += amount;
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if (self->alpha > target)
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{
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self->alpha = target;
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}
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}
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if (self->alpha == target && remove)
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{
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self->Destroy();
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}
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}
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//===========================================================================
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@ -201,6 +201,7 @@ ACTOR Actor native //: Thinker
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action native A_SetTranslucent(float alpha, int style = 0);
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action native A_FadeIn(float reduce = 0.1);
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action native A_FadeOut(float reduce = 0.1, bool remove = true);
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action native A_FadeTo(float target, float amount = 0.1, bool remove = false);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_CheckSight(state label);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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