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- Backported blood_fade_scalar from Skulltag
- Added new pickup_fade_scalar which works the same way for pickups - Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
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parent
99c4d03ad4
commit
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2 changed files with 12 additions and 2 deletions
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@ -52,7 +52,8 @@
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#include "v_palette.h"
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#include "d_player.h"
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CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0
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CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups
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// [RH] Amount of red flash for up to 114 damage points. Calculated by hand
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// using a logarithmic scale and my trusty HP48G.
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@ -114,6 +115,9 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
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{
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cnt = CPlayer->bonuscount << 3;
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// [SP] Allow player to tone down intensity of pickup flash.
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cnt = (int)( cnt * pickup_fade_scalar );
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V_AddBlend (RPART(gameinfo.pickupcolor)/255.f, GPART(gameinfo.pickupcolor)/255.f,
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BPART(gameinfo.pickupcolor)/255.f, cnt > 128 ? 0.5f : cnt / 255.f, blend);
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}
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@ -125,6 +129,9 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
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{
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cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)];
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// [BC] Allow users to tone down the intensity of the blood on the screen.
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cnt = (int)( cnt * blood_fade_scalar );
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if (cnt)
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{
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if (cnt > maxpainblend)
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@ -660,6 +660,8 @@ OptionMenu "VideoOptions"
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Slider "$DSPLYMNU_BRIGHTNESS", "Gamma", 0.75, 3.0, 0.05, 2
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Option "$DSPLYMNU_VSYNC", "vid_vsync", "OnOff"
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Option "$DSPLYMNU_CAPFPS", "cl_capfps", "OffOn"
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Slider "$DSPLYMNU_BLOODFADE", "blood_fade_scalar", 0.0, 1.0, 0.05, 1
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Slider "$DSPLYMNU_PICKUPFADE", "pickup_fade_scalar", 0.0, 1.0, 0.05, 1
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Option "$DSPLYMNU_COLUMNMETHOD", "r_columnmethod", "ColumnMethods"
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StaticText " "
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@ -692,6 +694,7 @@ OptionMenu "VideoOptions"
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Slider "$DSPLYMNU_MOVEBOB", "movebob", 0, 1.0, 0.05, 2
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Slider "$DSPLYMNU_STILLBOB", "stillbob", 0, 1.0, 0.05, 2
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Slider "$DSPLYMNU_BOBSPEED", "wbobspeed", 0, 2.0, 0.1, 2
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}
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//-------------------------------------------------------------------------------------------
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