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- fixed applying of alpha to weapon sprites
https://forum.zdoom.org/viewtopic.php?t=60638 https://forum.zdoom.org/viewtopic.php?t=60642
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1 changed files with 2 additions and 7 deletions
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@ -252,14 +252,13 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
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auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
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auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
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visstyle_t vis;
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visstyle_t vis;
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float trans = 0.f;
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vis.RenderStyle = STYLE_Count;
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vis.RenderStyle = STYLE_Count;
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vis.Alpha = rs.second;
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vis.Alpha = rs.second;
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vis.Invert = false;
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vis.Invert = false;
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playermo->AlterWeaponSprite(&vis);
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playermo->AlterWeaponSprite(&vis);
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if (!(psp->Flags & PSPF_FORCEALPHA)) trans = vis.Alpha;
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alpha = (psp->Flags & PSPF_FORCEALPHA) ? 0.f : vis.Alpha;
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if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
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if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
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{
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{
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@ -303,14 +302,10 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
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{
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{
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alpha = 1.f;
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alpha = 1.f;
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}
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}
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else if (trans == 0.f)
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else if (alpha == 0.f)
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{
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{
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alpha = vis.Alpha;
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alpha = vis.Alpha;
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}
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}
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else
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{
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alpha = trans;
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}
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if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
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if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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