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- fixed MF_SHADOW handling for MBF21
This needs to alter the render style as well.
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77a4bc16cf
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1 changed files with 16 additions and 2 deletions
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@ -3866,6 +3866,20 @@ void ClearMissile(AActor* info)
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if (info->BounceFlags & BOUNCE_DEH) info->BounceFlags = BOUNCE_Grenade | BOUNCE_DEH;
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if (info->BounceFlags & BOUNCE_DEH) info->BounceFlags = BOUNCE_Grenade | BOUNCE_DEH;
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}
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}
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void SetShadow(AActor* info)
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{
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info->flags |= MF_SHADOW;
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info->RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
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info->renderflags &= ~RF_ZDOOMTRANS;
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}
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void ClearShadow(AActor* info)
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{
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info->flags &= ~MF_SHADOW;
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info->RenderStyle = LegacyRenderStyles[info->Alpha >= 1 - FLT_EPSILON? STYLE_Normal : STYLE_Translucent];
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info->renderflags &= ~RF_ZDOOMTRANS;
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}
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static FlagHandler flag1handlers[32] = {
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static FlagHandler flag1handlers[32] = {
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F(MF_SPECIAL),
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F(MF_SPECIAL),
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F(MF_SOLID),
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F(MF_SOLID),
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@ -3885,7 +3899,7 @@ static FlagHandler flag1handlers[32] = {
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F(MF_TELEPORT),
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F(MF_TELEPORT),
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{ SetMissile, ClearMissile, [](AActor* a)->bool { return a->flags & MF_MISSILE; } },
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{ SetMissile, ClearMissile, [](AActor* a)->bool { return a->flags & MF_MISSILE; } },
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F(MF_DROPPED),
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F(MF_DROPPED),
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F(MF_SHADOW),
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{ SetShadow, ClearShadow, [](AActor* a)->bool { return a->flags & MF_SHADOW; } },
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F(MF_NOBLOOD),
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F(MF_NOBLOOD),
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F(MF_CORPSE),
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F(MF_CORPSE),
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F(MF_INFLOAT),
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F(MF_INFLOAT),
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@ -3898,7 +3912,7 @@ static FlagHandler flag1handlers[32] = {
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F6(MF6_TOUCHY),
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F6(MF6_TOUCHY),
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{ SetBounces, ClearBounces, [](AActor* a)->bool { return a->BounceFlags & BOUNCE_DEH; } },
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{ SetBounces, ClearBounces, [](AActor* a)->bool { return a->BounceFlags & BOUNCE_DEH; } },
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F(MF_FRIENDLY),
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F(MF_FRIENDLY),
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{ SetTranslucent, ClearTranslucent, CheckTranslucent }
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{ SetTranslucent, ClearTranslucent, CheckTranslucent },
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};
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};
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static FlagHandler flag2handlers[32] = {
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static FlagHandler flag2handlers[32] = {
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