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Added scolor
property, allowing for colorizing ZSprites.
- fixed ZSprites not updating important variables while frozen.
This commit is contained in:
parent
052b3cd89c
commit
0b6bae59ee
4 changed files with 27 additions and 13 deletions
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@ -1006,6 +1006,7 @@ DZSprite::DZSprite()
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Translation = Flags = 0;
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sub = nullptr;
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cursector = nullptr;
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scolor = 0xffffff;
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}
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void DZSprite::CallPostBeginPlay()
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@ -1054,6 +1055,19 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, SpawnZSprite, SpawnZSprite)
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ACTION_RETURN_OBJECT(zs);
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}
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void DZSprite::UpdateSpriteInfo()
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{
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PT.color = scolor;
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PT.Pos = Pos;
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PT.Vel = Vel;
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PT.Roll = Roll;
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PT.alpha = Alpha;
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PT.texture = Texture;
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PT.style = ERenderStyle(GetRenderStyle());
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PT.flags = Flags;
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PT.subsector = sub;
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PT.sprite = this;
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}
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// This runs just like Actor's, make sure to call Super.Tick() in ZScript.
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void DZSprite::Tick()
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@ -1070,8 +1084,10 @@ void DZSprite::Tick()
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}
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if (isFrozen())
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{ // needed here because it won't retroactively update like actors do.
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UpdateSpriteInfo();
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return;
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}
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Prev = Pos;
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PrevRoll = Roll;
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// Handle crossing a line portal
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@ -1101,17 +1117,7 @@ void DZSprite::Tick()
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cursector = nullptr;
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}
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}
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PT.color = 0xffffff;
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PT.Pos = Pos;
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PT.Vel = Vel;
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PT.Roll = Roll;
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PT.size = Scale.X;
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PT.alpha = Alpha;
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PT.texture = Texture;
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PT.style = ERenderStyle(GetRenderStyle());
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PT.flags = Flags;
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PT.subsector = sub;
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PT.sprite = this;
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UpdateSpriteInfo();
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}
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int DZSprite::GetLightLevel(sector_t* rendersector) const
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@ -1218,6 +1224,7 @@ void DZSprite::Serialize(FSerializer& arc)
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("style", Style)
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("translation", Translation)
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("cursector", cursector)
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("scolor", scolor)
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("flipx", bXFlip)
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("flipy", bYFlip)
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("dontinterpolate", bDontInterpolate)
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@ -1239,6 +1246,7 @@ DEFINE_FIELD(DZSprite, Texture);
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DEFINE_FIELD(DZSprite, Translation);
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DEFINE_FIELD(DZSprite, Flags);
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DEFINE_FIELD(DZSprite, LightLevel);
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DEFINE_FIELD(DZSprite, scolor);
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DEFINE_FIELD(DZSprite, cursector);
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DEFINE_FIELD(DZSprite, bXFlip);
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DEFINE_FIELD(DZSprite, bYFlip);
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@ -155,6 +155,8 @@ public:
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double Roll, PrevRoll, Alpha;
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int16_t LightLevel;
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int scolor;
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FRenderStyle Style;
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FTextureID Texture;
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uint32_t Translation;
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@ -186,6 +188,7 @@ public:
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float InterpolatedRoll(double ticFrac) const;
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void Tick() override;
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void UpdateSpriteInfo();
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void Serialize(FSerializer& arc) override;
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};
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@ -1410,7 +1410,9 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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rendered_sprites++;
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}
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// [MC] ZSprites are to be rendered akin to actor sprites.
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// [MC] ZSprites are to be rendered akin to actor sprites. The reason this whole system
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// is hitching a ride on particle_t is because of the large number of checks with
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// HWSprite elsewhere in the draw lists.
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void HWSprite::AdjustZSprite(HWDrawInfo* di, DZSprite* spr, sector_t* sector)
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{
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translation = spr->Translation;
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@ -10,6 +10,7 @@ Class ZSprite : Thinker native
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native bool bXFlip, bYFlip,
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bDontInterpolate,
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bAddLightLevel;
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native Color scolor;
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native Sector CurSector; // can be null!
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