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- Changed endsize to sizestep. Endsize affected more things than I thought it would.
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ebe3f23677
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4 changed files with 6 additions and 6 deletions
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@ -321,7 +321,7 @@ enum PSFlag
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};
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size,
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double fadestep, double endsize, int flags)
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double fadestep, double sizestep, int flags)
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{
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particle_t *particle = NewParticle();
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@ -337,7 +337,7 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a
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particle->ttl = lifetime;
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particle->bright = !!(flags & PS_FULLBRIGHT);
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particle->size = size;
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particle->sizestep = (lifetime == 0) ? 0 : ((endsize - size) / lifetime);
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particle->sizestep = sizestep;
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particle->notimefreeze = !!(flags & PS_NOTIMEFREEZE);
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}
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}
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@ -85,7 +85,7 @@ particle_t *JitterParticle (int ttl);
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particle_t *JitterParticle (int ttl, double drift);
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void P_ThinkParticles (void);
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double endsize, int flags = 0);
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0);
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void P_InitEffects (void);
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void P_RunEffects (void);
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@ -3199,7 +3199,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
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PARAM_FLOAT_OPT (accelz) { accelz = 0; }
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PARAM_FLOAT_OPT (startalpha) { startalpha = 1.; }
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PARAM_FLOAT_OPT (fadestep) { fadestep = -1.; }
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PARAM_FLOAT_OPT (endsize) { endsize = -1.; }
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PARAM_FLOAT_OPT (sizestep) { sizestep = 0.; }
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startalpha = clamp(startalpha, 0., 1.);
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if (fadestep > 0) fadestep = clamp(fadestep, 0., 1.);
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@ -3230,7 +3230,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
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acc.X = accelx * c + accely * s;
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acc.Y = accelx * s - accely * c;
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}
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P_SpawnParticle(self->Vec3Offset(pos), vel, acc, color, startalpha, lifetime, size, fadestep, endsize, flags);
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P_SpawnParticle(self->Vec3Offset(pos), vel, acc, color, startalpha, lifetime, size, fadestep, sizestep, flags);
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}
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return 0;
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}
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@ -215,7 +215,7 @@ ACTOR Actor native //: Thinker
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native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
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native void A_SetMass(int mass);
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native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, float size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1, float endsize = -1);
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native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, float size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1, float sizestep = 0);
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native state A_CheckSight(state label);
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native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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native void A_DropInventory(class<Inventory> itemtype);
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