- fixed compilation of AActor::alpha

This commit is contained in:
Christoph Oelckers 2016-03-22 12:56:20 +01:00
parent 19b85f806e
commit bd7df76059
2 changed files with 3 additions and 3 deletions

View file

@ -498,7 +498,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
P_CheckPlayerSprite(thing, spritenum, sprscale);
}
if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->alpha))
if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha))
{
if (!(thing->flags & MF_STEALTH) || !gl_fixedcolormap || !gl_enhanced_nightvision)
return;
@ -713,7 +713,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
translation=thing->Translation;
OverrideShader = -1;
trans = FIXED2FLOAT(thing->alpha);
trans = thing->Alpha;
hw_styleflags = STYLEHW_Normal;
if (RenderStyle.BlendOp >= STYLEOP_Fuzz && RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)

View file

@ -300,7 +300,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
visstyle_t vis;
vis.RenderStyle=playermo->RenderStyle;
vis.alpha=playermo->alpha;
vis.alpha=playermo->Alpha;
vis.colormap = NULL;
if (playermo->Inventory)
{