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- made A_SpawnParticle's fadestep parameter a fixed point value as well.
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2 changed files with 3 additions and 3 deletions
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@ -2647,14 +2647,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
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ACTION_PARAM_BOOL(fullbright, 8);
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ACTION_PARAM_BOOL(fullbright, 8);
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ACTION_PARAM_FIXED(startalphaf, 9);
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ACTION_PARAM_FIXED(startalphaf, 9);
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ACTION_PARAM_INT(size, 10);
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ACTION_PARAM_INT(size, 10);
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ACTION_PARAM_INT(fadestep, 11);
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ACTION_PARAM_FIXED(fadestepf, 11);
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ACTION_PARAM_FIXED(accelx, 12);
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ACTION_PARAM_FIXED(accelx, 12);
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ACTION_PARAM_FIXED(accely, 13);
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ACTION_PARAM_FIXED(accely, 13);
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ACTION_PARAM_FIXED(accelz, 14);
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ACTION_PARAM_FIXED(accelz, 14);
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BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
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BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
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int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT);
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lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
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lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
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fadestep = clamp<int>(fadestep, -1, 0xFF); // Clamp to byte inc. -1 (indicating automatic)
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size = clamp<int>(size, 0, 0xFF); // Clamp to byte
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size = clamp<int>(size, 0, 0xFF); // Clamp to byte
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if (lifetime != 0)
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if (lifetime != 0)
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@ -234,7 +234,7 @@ ACTOR Actor native //: Thinker
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action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetMass(int mass);
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action native A_SetMass(int mass);
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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_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_SpawnParticle(float xoff, float yoff, float zoff, float velx, float vely, float velz, color color1, int lifetime, bool fullbright = false, float startalpha = 1, int size = 1, int fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0);
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action native A_SpawnParticle(float xoff, float yoff, float zoff, float velx, float vely, float velz, color color1, int lifetime, bool fullbright = false, float startalpha = 1, int size = 1, float fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0);
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action native A_CheckSight(state label);
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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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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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action native A_DropInventory(class<Inventory> itemtype);
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action native A_DropInventory(class<Inventory> itemtype);
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