by Nash » Mon Mar 23, 2020 11:28 am
https://github.com/coelckers/gzdoom/pull/1052
The use case is simple: if you want to spawn additional body parts of a monster, but have it work in a generic way (meaning, you don't know the monster's blood color), all this does is just copy the blood color and translation fields over to the other actor.
I understand that there was a previous PR to
SetBloodColor but it had issues with serialization. I believe that CopyBloodColor should cover most typical use cases (the ability to change a blood color of a matching actor at runtime, for special effects) and because it's copying an already existing translation, it shouldn't introduce any additional issues than what is already in the engine with regards to translation.
Any more complicated modder use cases of setting a blood color dynamically is something my PR is never meant to cover.
https://github.com/coelckers/gzdoom/pull/1052
The use case is simple: if you want to spawn additional body parts of a monster, but have it work in a generic way (meaning, you don't know the monster's blood color), all this does is just copy the blood color and translation fields over to the other actor.
I understand that there was a previous PR to [u]Set[/u]BloodColor but it had issues with serialization. I believe that CopyBloodColor should cover most typical use cases (the ability to change a blood color of a matching actor at runtime, for special effects) and because it's copying an already existing translation, it shouldn't introduce any additional issues than what is already in the engine with regards to translation.
Any more complicated modder use cases of setting a blood color dynamically is something my PR is never meant to cover.