In particular, this is a problem with A_SpawnItemEx and the actors spawned by it. When someone is using a gore system which has a monster spawning a 'GibGenerator', which then spawns gibs (again, A_SpawnItemEx) to spray all around.. the BloodColor seems to be lost somewhere in that mix and any decals that the gibs spawn will be the default blood red. Instead of Blue, Green, or whatever the coder typed in.
Also, I know everything is fine when I use my gore system, because gibs are using the Blue, Green and what not color. Just the decals aren't keeping BloodColor.
This could be a flag, or a default behavior.
Transfer BloodColor through A_SpawnItemEx (and similar)
Moderator: GZDoom Developers
Re: Transfer BloodColor through A_SpawnItemEx (and similar)
Translating the sprites is already possible with the SXF_USEBLOODCOLOR flag for A_SpawnItemEx
The decal issue is a duplicate of this thread: http://forum.zdoom.org/viewtopic.php?f= ... late+blood
The decal issue is a duplicate of this thread: http://forum.zdoom.org/viewtopic.php?f= ... late+blood
- TheCamaleonMaligno
- Posts: 85
- Joined: Sun Jun 28, 2015 3:25 pm
- Location: Frozen igloo, IN MIDDLE OF THE DESERT!!
- Contact:
Re: Transfer BloodColor through A_SpawnItemEx (and similar)
what about transfering bloodcolor to the spawned actor's stencilcolor?
- Major Cooke
- Posts: 8176
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: Transfer BloodColor through A_SpawnItemEx (and similar)
Wait for zscript. Which actually isn't long now.