mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-02 08:22:25 +00:00
commit
4add3d3276
8 changed files with 217 additions and 17 deletions
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@ -120,6 +120,8 @@ DEFINE_FIELD(DPSprite, oldx)
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DEFINE_FIELD(DPSprite, oldy)
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DEFINE_FIELD(DPSprite, firstTic)
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DEFINE_FIELD(DPSprite, Tics)
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DEFINE_FIELD(DPSprite, alpha)
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DEFINE_FIELD(DPSprite, RenderStyle)
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DEFINE_FIELD_BIT(DPSprite, Flags, bAddWeapon, PSPF_ADDWEAPON)
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DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPowDouble, PSPF_POWDOUBLE)
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@ -141,7 +143,9 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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Caller(caller),
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Owner(owner),
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ID(id),
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processPending(true)
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processPending(true),
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alpha(1),
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RenderStyle(STYLE_Normal)
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{
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DPSprite *prev = nullptr;
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DPSprite *next = Owner->psprites;
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@ -1056,7 +1060,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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player_t *player = self->player;
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DPSprite *psp;
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if (player && (player->playerstate != PST_DEAD))
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if (player)
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{
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psp = player->FindPSprite(layer);
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@ -1203,7 +1207,69 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayID)
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ACTION_RETURN_INT(0);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayAlpha
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// Sets the alpha of an overlay.
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer);
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PARAM_FLOAT(alph);
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if (ACTION_CALL_FROM_PSPRITE())
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{
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DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
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if (pspr != nullptr)
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pspr->alpha = clamp<double>(alph, 0.0, 1.0);
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}
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return 0;
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}
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// NON-ACTION function to get the overlay alpha of a layer.
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DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT_DEF(layer);
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if (ACTION_CALL_FROM_PSPRITE())
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{
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DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
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if (pspr != nullptr)
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{
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ACTION_RETURN_FLOAT(pspr->alpha);
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}
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}
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ACTION_RETURN_FLOAT(0.0);
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayRenderStyle
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayRenderStyle)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer);
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PARAM_INT(style);
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if (ACTION_CALL_FROM_PSPRITE())
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{
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DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
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if (pspr == nullptr || style >= STYLE_Count || style < 0)
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return 0;
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pspr->RenderStyle = style;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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@ -1577,7 +1643,9 @@ void DPSprite::Serialize(FSerializer &arc)
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("x", x)
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("y", y)
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("oldx", oldx)
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("oldy", oldy);
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("oldy", oldy)
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("alpha", alpha)
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("renderstyle", RenderStyle);
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}
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//------------------------------------------------------------------------
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@ -53,7 +53,11 @@ enum PSPFlags
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_ALPHA = 1 << 4,
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PSPF_RENDERSTYLE = 1 << 5,
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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};
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class DPSprite : public DObject
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@ -76,11 +80,12 @@ public:
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void SetCaller(AActor *newcaller) { Caller = newcaller; }
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void ResetInterpolation() { oldx = x; oldy = y; }
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double x, y;
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double x, y, alpha;
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double oldx, oldy;
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bool firstTic;
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int Tics;
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int Flags;
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int RenderStyle;
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private:
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DPSprite () {}
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@ -125,6 +125,9 @@ enum ERenderFlags
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// Actors only: Ignore sector fade and fade to black. To fade to white,
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// combine this with STYLEF_InvertOverlay.
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STYLEF_FadeToBlack = 64,
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// Force alpha.
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STYLEF_ForceAlpha = 128,
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};
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union FRenderStyle
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@ -377,7 +377,11 @@ namespace swrenderer
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color = 0;
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}
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if (style.Flags & STYLEF_TransSoulsAlpha)
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if (style.Flags & STYLEF_ForceAlpha)
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{
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alpha = clamp<fixed_t>(alpha, 0, OPAQUE);
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}
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else if (style.Flags & STYLEF_TransSoulsAlpha)
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{
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alpha = fixed_t(transsouls * OPAQUE);
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}
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117
src/r_things.cpp
117
src/r_things.cpp
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@ -1351,6 +1351,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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FTexture* tex;
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vissprite_t* vis;
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bool noaccel;
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double alpha = owner->Alpha;
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static TArray<vissprite_t> avis;
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if (avis.Size() < vispspindex + 1)
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@ -1374,7 +1375,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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flip = sprframe->Flip & 1;
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
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return;
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if (pspr->firstTic)
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@ -1452,6 +1453,8 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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vis->pic = tex;
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vis->Style.ColormapNum = 0;
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// If flip is used, provided that it's not already flipped (that would just invert itself)
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// (It's an XOR...)
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if (!(flip) != !(pspr->Flags & PSPF_FLIP))
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{
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vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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@ -1470,8 +1473,114 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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FDynamicColormap *colormap_to_use = nullptr;
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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vis->Style.Alpha = float(owner->Alpha);
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// [MC] Set the render style
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if (pspr->Flags & PSPF_RENDERSTYLE)
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{
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const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
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if (pspr->Flags & PSPF_FORCESTYLE)
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{
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
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vis->Style.RenderStyle.CheckFuzz();
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
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}
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else
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{
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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}
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else
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{
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vis->Style.RenderStyle = owner->RenderStyle;
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}
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// Set the alpha based on if using the overlay's own or not. Also adjust
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// and override the alpha if not forced.
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if (pspr->Flags & PSPF_ALPHA)
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{
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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alpha = owner->Alpha;
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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FRenderStyle style = vis->Style.RenderStyle;
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style.CheckFuzz();
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switch (style.BlendOp)
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{
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default:
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alpha = pspr->alpha * owner->Alpha;
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break;
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case STYLEOP_Fuzz:
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case STYLEOP_Sub:
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alpha = owner->Alpha;
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break;
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}
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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alpha = owner->Alpha;
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
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{
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alpha = owner->Alpha * pspr->alpha;
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}
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else
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{
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alpha = owner->Alpha;
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}
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}
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// Should normal renderstyle come out on top at the end and we desire alpha,
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// switch it to translucent. Normal never applies any sort of alpha.
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if ((pspr->Flags & PSPF_ALPHA) &&
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
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vis->Style.Alpha < 1.0)
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = owner->Alpha * pspr->alpha;
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}
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// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
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// no matter what way it's changed.
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if (pspr->Flags & PSPF_FORCEALPHA)
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{
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//Due to lack of != operators...
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
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{ }
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else
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{
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alpha = pspr->alpha;
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vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
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}
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}
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vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
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// Due to how some of the effects are handled, going to 0 or less causes some
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// weirdness to display. There's no point rendering it anyway if it's 0.
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if (vis->Style.Alpha <= 0.)
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return;
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//-----------------------------------------------------------------------------
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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@ -1578,9 +1687,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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else
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{
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colormap_to_use = basecolormap;
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vis->Style.BaseColormap = basecolormap;
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vis->Style.ColormapNum = 0;
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vis->Style.RenderStyle = STYLE_Normal;
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}
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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@ -1601,6 +1710,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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return;
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}
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}
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R_DrawVisSprite(vis);
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}
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@ -1715,6 +1825,7 @@ void R_DrawPlayerSprites ()
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
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@ -452,6 +452,7 @@ class Actor : Thinker native
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action native int OverlayID();
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action native double OverlayX(int layer = 0);
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action native double OverlayY(int layer = 0);
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action native double OverlayAlpha(int layer = 0);
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// DECORATE setters - it probably makes more sense to set these values directly now...
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void A_SetMass(int newmass) { mass = newmass; }
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@ -805,6 +806,8 @@ class Actor : Thinker native
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native void A_WeaponOffset(double wx = 0, double wy = 32, int flags = 0);
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action native void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0, double wy = 32, int flags = 0);
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action native void A_OverlayFlags(int layer, int flags, bool set);
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action native void A_OverlayAlpha(int layer, double alph);
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action native void A_OverlayRenderStyle(int layer, int style);
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int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0)
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{
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@ -714,7 +714,11 @@ enum EPSpriteFlags
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_ALPHA = 1 << 4,
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PSPF_RENDERSTYLE= 1 << 5,
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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};
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// Default psprite layers
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@ -133,12 +133,14 @@ class PSprite : Object native
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native readonly PlayerInfo Owner;
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native SpriteID Sprite;
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native int Frame;
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native readonly int RenderStyle;
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native readonly int ID;
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native Bool processPending;
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native double x;
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native double y;
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native double oldx;
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native double oldy;
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native double alpha;
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native Bool firstTic;
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native int Tics;
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native bool bAddWeapon;
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