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- added parameter to A_FadeOut so that removing the actor can be made an option.
SVN r1652 (trunk)
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3 changed files with 6 additions and 4 deletions
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@ -1,4 +1,5 @@
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June 7, 2009 (Changes by Graf Zahl)
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June 7, 2009 (Changes by Graf Zahl)
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- added parameter to A_FadeOut so that removing the actor can be made an option.
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- added PERSISTENTPOWER and TRANSFERPOINTERS submissions by Gez.
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- added PERSISTENTPOWER and TRANSFERPOINTERS submissions by Gez.
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- fixed FORCEPAIN logic.
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- fixed FORCEPAIN logic.
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- added Gez's infinite ammo powerup and random spawner fix patches.
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- added Gez's infinite ammo powerup and random spawner fix patches.
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@ -1705,14 +1705,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
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//===========================================================================
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_FIXED(reduce, 0);
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ACTION_PARAM_FIXED(reduce, 0);
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ACTION_PARAM_BOOL(remove, 1);
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if (reduce == 0) reduce = FRACUNIT/10;
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if (reduce == 0) reduce = FRACUNIT/10;
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self->RenderStyle.Flags &= ~STYLEF_Alpha1;
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self->RenderStyle.Flags &= ~STYLEF_Alpha1;
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self->alpha -= reduce;
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self->alpha -= reduce;
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if (self->alpha<=0) self->Destroy();
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if (self->alpha<=0 && remove) self->Destroy();
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}
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}
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//===========================================================================
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//===========================================================================
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@ -184,7 +184,7 @@ ACTOR Actor native //: Thinker
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action native A_Print(string whattoprint, float time = 0, string fontname = "");
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action native A_Print(string whattoprint, float time = 0, string fontname = "");
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action native A_SetTranslucent(float alpha, int style = 0);
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action native A_SetTranslucent(float alpha, int style = 0);
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action native A_FadeIn(float reduce = 0.1);
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action native A_FadeIn(float reduce = 0.1);
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action native A_FadeOut(float reduce = 0.1);
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action native A_FadeOut(float reduce = 0.1, bool remove = true);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_CheckSight(state label);
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action native A_CheckSight(state label);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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