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- fixed some warnings.
- A_SetRenderStyle should not default to STYLE_None.
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80f2f5829f
commit
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3 changed files with 2 additions and 3 deletions
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@ -3526,7 +3526,7 @@ void AActor::Tick ()
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sector_t *sec = node->m_sector;
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sector_t *sec = node->m_sector;
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DVector2 scrollv;
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DVector2 scrollv;
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if (level.Scrolls.Size() > (sec-sectors))
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if (level.Scrolls.Size() > unsigned(sec-sectors))
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{
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{
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scrollv = level.Scrolls[sec - sectors];
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scrollv = level.Scrolls[sec - sectors];
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}
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}
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@ -821,7 +821,6 @@ void FSerializer::WriteObjects()
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for (unsigned i = 0; i < w->mDObjects.Size(); i++)
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for (unsigned i = 0; i < w->mDObjects.Size(); i++)
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{
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{
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auto obj = w->mDObjects[i];
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auto obj = w->mDObjects[i];
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player_t *player;
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BeginObject(nullptr);
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BeginObject(nullptr);
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w->Key("classtype");
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w->Key("classtype");
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@ -218,7 +218,7 @@ ACTOR Actor native //: Thinker
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native void A_LogInt(int whattoprint);
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native void A_LogInt(int whattoprint);
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native void A_LogFloat(float whattoprint);
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native void A_LogFloat(float whattoprint);
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native void A_SetTranslucent(float alpha, int style = 0);
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native void A_SetTranslucent(float alpha, int style = 0);
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native void A_SetRenderStyle(float alpha, int style = 0);
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native void A_SetRenderStyle(float alpha, int style);
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action native A_FadeIn(float reduce = 0.1, int flags = 0);
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action native A_FadeIn(float reduce = 0.1, int flags = 0);
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action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
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action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
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native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
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native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
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