- made A_SpawnParticle's fadestep parameter a fixed point value as well.

This commit is contained in:
Christoph Oelckers 2016-01-22 00:54:09 +01:00
parent 4ef44f408f
commit 3b4ed8d7cd
2 changed files with 3 additions and 3 deletions

View file

@ -2647,14 +2647,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
ACTION_PARAM_BOOL(fullbright, 8); ACTION_PARAM_BOOL(fullbright, 8);
ACTION_PARAM_FIXED(startalphaf, 9); ACTION_PARAM_FIXED(startalphaf, 9);
ACTION_PARAM_INT(size, 10); ACTION_PARAM_INT(size, 10);
ACTION_PARAM_INT(fadestep, 11); ACTION_PARAM_FIXED(fadestepf, 11);
ACTION_PARAM_FIXED(accelx, 12); ACTION_PARAM_FIXED(accelx, 12);
ACTION_PARAM_FIXED(accely, 13); ACTION_PARAM_FIXED(accely, 13);
ACTION_PARAM_FIXED(accelz, 14); ACTION_PARAM_FIXED(accelz, 14);
BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT); BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT);
lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte 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 size = clamp<int>(size, 0, 0xFF); // Clamp to byte
if (lifetime != 0) if (lifetime != 0)

View file

@ -234,7 +234,7 @@ ACTOR Actor native //: Thinker
action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT); action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
action native A_SetMass(int mass); 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_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, float startalpha = 1, 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, float fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0);
action native A_CheckSight(state label); action native A_CheckSight(state label);
action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false); action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
action native A_DropInventory(class<Inventory> itemtype); action native A_DropInventory(class<Inventory> itemtype);