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- removed weirdness from Powerup.Strength property that was specifically tailored to its use on PowerInvisibility and made its use problematic elsewhere.
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parent
3300566493
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2 changed files with 4 additions and 5 deletions
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@ -589,7 +589,7 @@ void APowerInvisibility::DoEffect ()
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Super::DoEffect();
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// Due to potential interference with other PowerInvisibility items
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// the effect has to be refreshed each tic.
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fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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Owner->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
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switch (Mode)
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{
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@ -669,7 +669,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
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else if (changed == 1)
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{
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// something else set the weapon sprite back to opaque but this item is still active.
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fixed_t ts = Strength * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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fixed_t ts = (Strength/100) * (special1 + 1); if (ts > FRACUNIT) ts = FRACUNIT;
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vis->alpha = clamp<fixed_t>((OPAQUE - ts), 0, OPAQUE);
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switch (Mode)
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{
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@ -696,7 +696,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
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// Handling of Strife-like cumulative invisibility powerups, the weapon itself shouldn't become invisible
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if ((vis->alpha < TRANSLUC25 && special1 > 0) || (vis->alpha == 0))
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{
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vis->alpha = clamp<fixed_t>((OPAQUE - Strength), 0, OPAQUE);
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vis->alpha = clamp<fixed_t>((OPAQUE - (Strength/100)), 0, OPAQUE);
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vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
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}
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return -1; // This item is valid so another one shouldn't reset the translucency
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@ -2113,9 +2113,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
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I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
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return;
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}
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// Puts a percent value in the 0.0..1.0 range
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PROP_FIXED_PARM(f, 0);
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*pStrength = f / 100;
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*pStrength = f;
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}
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//==========================================================================
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