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m32script: in tsprite access, fix checking min/max/RO; tweak RESPAWN preview.
This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to [-524288 .. 524288] (x/y limits). Also, make the previewed tsprites be 33% translucent with the option of 66% translucency by setting 'showrespawn_fulltrans' to 1 in a.m32. git-svn-id: https://svn.eduke32.com/eduke32@3699 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 8 additions and 1 deletions
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@ -37,6 +37,8 @@ gamevar use_notebook_keys 0 0
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// Whether RESPAWN sprites show the respawned sprite picnum unconditionally instead of
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// only when aimed at (and locked onto) the RESPAWN sprite in 3D mode.
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gamevar showrespawn_always 0 0
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// When set to 1, previewed sprites are 66% translucent instead of 33%:
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gamevar showrespawn_fulltrans 0 0
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gamevar move_by_one 0 0
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@ -1130,6 +1132,11 @@ defstate respawnpreview
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set pic sprite[ow].hitag
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ifge pic 0 ifl pic MAXTILES
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set tsprite[k].picnum pic
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and tsprite[k].cstat 0xfffffdff // clear bit 512 (reverse translucency)
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or tsprite[k].cstat 2 // set bit 2 (33% translucency)
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ifvarn showrespawn_fulltrans 0
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or tsprite[k].cstat 512
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}
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}
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}
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@ -389,7 +389,7 @@ static int32_t __fastcall VM_AccessTsprite(int32_t how, int32_t lVar1, int32_t l
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int32_t lightp = (lLabelID >= LIGHT_X);
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int32_t i = (how&ACCESS_USEVARS) ? vm.g_i : lVar1;
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spritetype *datspr = NULL;
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const memberlabel_t *dalabel = lightp ? &LightLabels[lLabelID-LIGHT_X] : SpriteLabels;
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const memberlabel_t *dalabel = lightp ? &LightLabels[lLabelID-LIGHT_X] : &SpriteLabels[lLabelID];
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if ((how&ACCESS_USEVARS) && lVar1 != M32_THISACTOR_VAR_ID)
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i = Gv_GetVarX(lVar1);
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