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- store floating point parameters for DECORATE properties as doubles.
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73cbc59dd9
commit
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3 changed files with 12 additions and 9 deletions
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@ -258,7 +258,7 @@ enum EDefinitionType
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union FPropParam
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{
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int i;
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float f;
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double d;
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const char *s;
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FxExpression *exp;
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};
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@ -317,10 +317,13 @@ int MatchString (const char *in, const char **strings);
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int var = params[(no)+1].i;
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#define PROP_FLOAT_PARM(var, no) \
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float var = params[(no)+1].f;
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float var = float(params[(no)+1].d);
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#define PROP_DOUBLE_PARM(var, no) \
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double var = params[(no)+1].d;
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#define PROP_FIXED_PARM(var, no) \
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fixed_t var = fixed_t(params[(no)+1].f * FRACUNIT);
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fixed_t var = FLOAT2FIXED(params[(no)+1].d);
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#define PROP_COLOR_PARM(var, no) \
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int var = params[(no)+1].i== 0? params[(no)+2].i : V_GetColor(NULL, params[(no)+2].s);
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@ -825,7 +825,7 @@ static bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defau
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case 'F':
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sc.MustGetFloat();
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conv.f = float(sc.Float);
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conv.d = sc.Float;
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break;
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case 'Z': // an optional string. Does not allow any numerical value.
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@ -2174,7 +2174,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
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}
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if (PROP_PARM_COUNT > 2)
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{
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PROP_FLOAT_PARM(falpha, 2);
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PROP_DOUBLE_PARM(falpha, 2);
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alpha=int(falpha*255);
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}
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else alpha = 255/3;
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@ -2718,17 +2718,17 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, Cfs, PlayerPawn)
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}
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else if (PROP_PARM_COUNT < 4)
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{
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PROP_FLOAT_PARM(a, 2);
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PROP_DOUBLE_PARM(a, 2);
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color.a = BYTE(255 * clamp(a, 0.f, 1.f));
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color.a = BYTE(255 * clamp<double>(a, 0.f, 1.f));
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defaults->DamageFade = color;
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}
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else
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{
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PROP_FLOAT_PARM(a, 2);
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PROP_DOUBLE_PARM(a, 2);
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PROP_STRING_PARM(type, 3);
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color.a = BYTE(255 * clamp(a, 0.f, 1.f));
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color.a = BYTE(255 * clamp<double>(a, 0.f, 1.f));
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assert(info->IsKindOf(RUNTIME_CLASS(PClassPlayerPawn)));
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static_cast<PClassPlayerPawn *>(info)->PainFlashes.Insert(type, color);
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}
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