Transfer BloodColor through A_SpawnItemEx (and similar)

Moderator: GZDoom Developers

User avatar
Hellser
Global Moderator
Posts: 2726
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Transfer BloodColor through A_SpawnItemEx (and similar)

Post by Hellser »

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.
User avatar
Nash
 
 
Posts: 17455
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Transfer BloodColor through A_SpawnItemEx (and similar)

Post by Nash »

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
User avatar
TheCamaleonMaligno
Posts: 85
Joined: Sun Jun 28, 2015 3:25 pm
Location: Frozen igloo, IN MIDDLE OF THE DESERT!!

Re: Transfer BloodColor through A_SpawnItemEx (and similar)

Post by TheCamaleonMaligno »

what about transfering bloodcolor to the spawned actor's stencilcolor? :cry:
User avatar
Major Cooke
Posts: 8193
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: Transfer BloodColor through A_SpawnItemEx (and similar)

Post by Major Cooke »

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

Return to “Closed Feature Suggestions [GZDoom]”