diff --git a/wadsrc/static/zscript/actors/shared/corona.zs b/wadsrc/static/zscript/actors/shared/corona.zs index c319f5cb07..82ad988e0a 100644 --- a/wadsrc/static/zscript/actors/shared/corona.zs +++ b/wadsrc/static/zscript/actors/shared/corona.zs @@ -1,3 +1,32 @@ +/****************************************************************************** + * + * Light coronas! (like in a certain un-real game...) + * + * HOW TO USE: + * + * Make a new actor inheriting from Corona, then create a Spawn state. Place + * the actor in the map like you normally would any other decoration. The game + * will draw the Spawn state's sprite in screen space. + * + * The corona will be drawn with the actor's render style and alpha. It + * defaults to the "Add" RenderStyle, but feel free to change to whatever + * you want. + * + * The actor's scale can also be used to influence the size of the corona + * on screen. + * + * The RenderRadius property can be used to set the maximum distance a corona + * will be visible before it completely fades out. This also helps improve + * performance - any coronas beyond the RenderRadius will not be processed + * by the engine. + * + * Currently, solid geometry and other solid actors will occlude the coronas. + * Textures with transparent pixels do not. Also, coronas don't work across + * portals (that includes skyboxes and mirrors). Calling for help - anyone + * who'd like to help implement portal support, please send a pull request. :) + * + *****************************************************************************/ + class Corona : Actor native { Default