[ZScript] A_ChangeBloodColor

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Major Cooke
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[ZScript] A_ChangeBloodColor

Post by Major Cooke »

A dedicated function for setting different blood colors would be appreciated, if at all possible.
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Graf Zahl
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Re: [ZScript] A_ChangeBloodColor

Post by Graf Zahl »

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.
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amv2k9
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Re: [ZScript] A_ChangeBloodColor

Post by amv2k9 »

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.
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Graf Zahl
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Re: [ZScript] A_ChangeBloodColor

Post by Graf Zahl »

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.
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amv2k9
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Re: [ZScript] A_ChangeBloodColor

Post by amv2k9 »

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.
Last edited by amv2k9 on Thu Dec 15, 2016 6:32 pm, edited 1 time in total.
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Major Cooke
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Re: [ZScript] A_ChangeBloodColor

Post by Major Cooke »

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