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- fixed case of damage type variables.
- fixed loading of BMF fonts' palettes. Index 0 is always transparent and the stored palette data starts at index 1. SVN r3240 (trunk)
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parent
817368abc2
commit
9fc5539ae7
2 changed files with 7 additions and 6 deletions
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@ -643,12 +643,12 @@ void AActor::Die (AActor *source, AActor *inflictor)
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FState *diestate = NULL;
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FState *diestate = NULL;
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FName damagetype = (inflictor && inflictor->DeathType != NAME_None) ? inflictor->DeathType : DamageType;
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FName damagetype = (inflictor && inflictor->DeathType != NAME_None) ? inflictor->DeathType : DamageType;
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if (DamageType != NAME_None)
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if (damagetype != NAME_None)
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{
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{
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diestate = FindState (NAME_Death, DamageType, true);
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diestate = FindState (NAME_Death, damagetype, true);
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if (diestate == NULL)
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if (diestate == NULL)
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{
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{
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if (DamageType == NAME_Ice)
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if (damagetype == NAME_Ice)
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{ // If an actor doesn't have an ice death, we can still give them a generic one.
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{ // If an actor doesn't have an ice death, we can still give them a generic one.
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if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER)))
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if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER)))
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@ -667,9 +667,9 @@ void AActor::Die (AActor *source, AActor *inflictor)
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// Don't pass on a damage type this actor cannot handle.
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// Don't pass on a damage type this actor cannot handle.
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// (most importantly, prevent barrels from passing on ice damage.)
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// (most importantly, prevent barrels from passing on ice damage.)
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// Massacre must be preserved though.
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// Massacre must be preserved though.
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if (DamageType != NAME_Massacre)
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if (damagetype != NAME_Massacre)
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{
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{
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DamageType = NAME_None;
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damagetype = NAME_None;
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}
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}
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if ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
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if ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
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@ -1132,8 +1132,9 @@ void FSingleLumpFont::LoadBMF(int lump, const BYTE *data)
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// BMF palettes are only six bits per component. Fix that.
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// BMF palettes are only six bits per component. Fix that.
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for (i = 0; i < ActiveColors*3; ++i)
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for (i = 0; i < ActiveColors*3; ++i)
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{
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{
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raw_palette[i] = (data[17 + i] << 2) | (data[17 + i] >> 4);
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raw_palette[i+3] = (data[17 + i] << 2) | (data[17 + i] >> 4);
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}
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}
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ActiveColors++;
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// Sort the palette by increasing brightness
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// Sort the palette by increasing brightness
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for (i = 0; i < ActiveColors; ++i)
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for (i = 0; i < ActiveColors; ++i)
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