[ZScript] A_ChangeBloodColor

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Expand view Topic review: [ZScript] A_ChangeBloodColor

Re: [ZScript] A_ChangeBloodColor

by Major Cooke » Thu Dec 15, 2016 6:29 pm

Indeed, SXF_USEBLOODCOLOR just applied the blood color as a translation to the spawned actors.

Re: [ZScript] A_ChangeBloodColor

by amv2k9 » Thu Dec 15, 2016 5:53 pm

Graf Zahl wrote:It's doable but I won't tell you how it can be done. ...That limit first needs to be lifted before making the relevant stuff accessible.
Guess that's better than [No]. :lol: I assumed that pointers weren't exposed to blood yet because it couldn't be done period.

Re: [ZScript] A_ChangeBloodColor

by Graf Zahl » Thu Dec 15, 2016 5:41 pm

It's doable but I won't tell you how it can be done. The way blood colors are implemented limits them to 255 values globally and that limit first needs to be lifted before making the relevant stuff accessible.

Re: [ZScript] A_ChangeBloodColor

by amv2k9 » Thu Dec 15, 2016 5:04 pm

Is it possible to allow for a monster becoming, for example, a master of the actor class specified in its BloodType property? If that was doable, a blood replacement actor could do a species/class/uservar/etc check for its master and than call A_SetTranslation.

Re: [ZScript] A_ChangeBloodColor

by Graf Zahl » Sun Dec 11, 2016 6:27 am

The problem is that blood colors as such are not a simple number. For each color a translation table needs to be generated and translation tables are a limited resource.

[ZScript] A_ChangeBloodColor

by Major Cooke » Sat Dec 10, 2016 11:08 am

A dedicated function for setting different blood colors would be appreciated, if at all possible.

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