Transfer BloodColor through A_SpawnItemEx (and similar)

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Transfer BloodColor through A_SpawnItemEx (and similar)

Re: Transfer BloodColor through A_SpawnItemEx (and similar)

by Major Cooke » Sat Oct 29, 2016 10:33 pm

Wait for zscript. Which actually isn't long now. :D

Re: Transfer BloodColor through A_SpawnItemEx (and similar)

by TheCamaleonMaligno » Sat Oct 29, 2016 9:53 pm

what about transfering bloodcolor to the spawned actor's stencilcolor? :cry:

Re: Transfer BloodColor through A_SpawnItemEx (and similar)

by Nash » Sat Oct 22, 2016 9:17 am

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

Transfer BloodColor through A_SpawnItemEx (and similar)

by Hellser » Thu Jun 28, 2012 10:51 pm

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.

Top