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Change A_OverlayTranslation to accept a named translation instead. (#1215)
For more advanced use cases, the Translation member of PSprite can be written to directly.
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2 changed files with 17 additions and 3 deletions
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@ -754,7 +754,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayTranslation)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer);
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PARAM_UINT(trans);
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PARAM_NAME(trname);
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if (!ACTION_CALL_FROM_PSPRITE())
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return 0;
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@ -762,7 +762,21 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayTranslation)
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DPSprite* pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
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if (pspr != nullptr)
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{
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pspr->Translation = trans;
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// There is no constant for the empty name...
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if (trname.GetChars()[0] == 0)
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{
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// an empty string resets to the default
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// (unlike AActor::SetTranslation, there is no Default block for PSprites, so just set the translation to 0)
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pspr->Translation = 0;
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return 0;
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}
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int tnum = R_FindCustomTranslation(trname);
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if (tnum >= 0)
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{
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pspr->Translation = tnum;
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}
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// silently ignore if the name does not exist, this would create some insane message spam otherwise.
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}
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return 0;
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@ -1185,7 +1185,7 @@ class Actor : Thinker native
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action native void A_OverlayFlags(int layer, int flags, bool set);
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action native void A_OverlayAlpha(int layer, double alph);
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action native void A_OverlayRenderStyle(int layer, int style);
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action native void A_OverlayTranslation(int layer, int trans);
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action native void A_OverlayTranslation(int layer, name trname);
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native bool A_AttachLightDef(Name lightid, Name lightdef);
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native bool A_AttachLight(Name lightid, int type, Color lightcolor, int radius1, int radius2, int flags = 0, Vector3 ofs = (0,0,0), double param = 0, double spoti = 10, double spoto = 25, double spotp = 0);
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