LightInverse ACS Function

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Expand view Topic review: LightInverse ACS Function

by Graf Zahl » Mon Jun 27, 2005 2:02 am

It just sets a player variable that gets added to the colormap index during rendering. You can't use it from anything but a weapon. A_LightInverse is just a special case of A_Light1, A_Light2 and A_Light0.

by The Ultimate DooMer » Mon Jun 27, 2005 1:44 am

Hmm...what does this codepointer do? Does it light up the room for a brief moment when a weapon is fired?

by Bio Hazard » Wed Jun 22, 2005 5:06 pm

Ooh, this would be useful for cutscenes. Like to emphasize a dramatic scene, like when a really important char gets shot down. or as a transfer between cameras.

Im sure this can be madde into a FateTo() option (like FadeTo(-1,-1,-1,-1); or something)

by Graf Zahl » Wed Jun 22, 2005 3:37 pm

No. IMO that's not worth it. All we could do right now is hacks and as I repeatedly said: No Hacks. What we do has to be clean and of general use because otherwise it will get dumped.

by LK873 » Wed Jun 22, 2005 2:55 pm

Not easily? Could it perhaps be implemented into the inofficial/unofficial build?

by Graf Zahl » Wed Jun 22, 2005 2:49 pm

It's directly tied to the weapon lighting effect code so probably not that easily.

LightInverse ACS Function

by LK873 » Wed Jun 22, 2005 2:18 pm

Seeing as this is a codepointer, could we possibly make it into an ACS function so that it can be used outside of guns and items?

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