mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 14:01:45 +00:00
- make the startalpha parameter of A_SpawnParticle a float to be consistent with other functions that want an alpha value.
This commit is contained in:
parent
995721836b
commit
39014b1732
2 changed files with 3 additions and 3 deletions
|
@ -2645,14 +2645,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
|||
ACTION_PARAM_COLOR(color, 6);
|
||||
ACTION_PARAM_INT(lifetime, 7);
|
||||
ACTION_PARAM_BOOL(fullbright, 8);
|
||||
ACTION_PARAM_INT(startalpha, 9); // Byte trans
|
||||
ACTION_PARAM_FIXED(startalphaf, 9);
|
||||
ACTION_PARAM_INT(size, 10);
|
||||
ACTION_PARAM_INT(fadestep, 11);
|
||||
ACTION_PARAM_FIXED(accelx, 12);
|
||||
ACTION_PARAM_FIXED(accely, 13);
|
||||
ACTION_PARAM_FIXED(accelz, 14);
|
||||
|
||||
startalpha = clamp<int>(startalpha, 0, 0xFF); // Clamp to byte
|
||||
BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
|
||||
lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
|
||||
fadestep = clamp<int>(fadestep, -1, 0xFF); // Clamp to byte inc. -1 (indicating automatic)
|
||||
size = clamp<int>(size, 0, 0xFF); // Clamp to byte
|
||||
|
|
|
@ -234,7 +234,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetMass(int mass);
|
||||
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
|
||||
action native A_SpawnParticle(float xoff, float yoff, float zoff, float velx, float vely, float velz, color color1, int lifetime, bool fullbright = false, int startalpha = 255, int size = 1, int fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0);
|
||||
action native A_SpawnParticle(float xoff, float yoff, float zoff, float velx, float vely, float velz, color color1, int lifetime, bool fullbright = false, float startalpha = 1, int size = 1, int fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0);
|
||||
action native A_CheckSight(state label);
|
||||
action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
|
||||
action native A_DropInventory(class<Inventory> itemtype);
|
||||
|
|
Loading…
Reference in a new issue