mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- removed weirdness from Powerup.Strength property that was specifically tailored to its use on PowerInvisibility and made its use problematic elsewhere.
This commit is contained in:
parent
3300566493
commit
ecfe67dd78
2 changed files with 4 additions and 5 deletions
|
@ -589,7 +589,7 @@ void APowerInvisibility::DoEffect ()
|
|||
Super::DoEffect();
|
||||
// Due to potential interference with other PowerInvisibility items
|
||||
// the effect has to be refreshed each tic.
|
||||
fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
Owner->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
|
||||
switch (Mode)
|
||||
{
|
||||
|
@ -669,7 +669,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
|
|||
else if (changed == 1)
|
||||
{
|
||||
// something else set the weapon sprite back to opaque but this item is still active.
|
||||
fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
|
||||
switch (Mode)
|
||||
{
|
||||
|
@ -696,7 +696,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
|
|||
// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
|
||||
if ((vis->alpha < TRANSLUC25 && special1 > 0) || (vis->alpha == 0))
|
||||
{
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - Strength), 0, OPAQUE);
|
||||
vis->alpha = clamp<fixed_t>((OPAQUE - (Strength/100)), 0, OPAQUE);
|
||||
vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
|
||||
}
|
||||
return -1; // This item is valid so another one shouldn't reset the translucency
|
||||
|
|
|
@ -2113,9 +2113,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
|
|||
I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
}
|
||||
// Puts a percent value in the 0.0..1.0 range
|
||||
PROP_FIXED_PARM(f, 0);
|
||||
*pStrength = f / 100;
|
||||
*pStrength = f;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
Loading…
Reference in a new issue