A_CustomFlash(str statement, int layer)
Moderator: GZDoom Developers
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Re: A_CustomFlash(str statement, int layer)
As far as I remember png native transluency work right in gzdoom since it has been fixed.I tested it with muzzleflash it
look correct though will look better with additive blending I think.
look correct though will look better with additive blending I think.
- Lioyd_Irving
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Re: A_CustomFlash(str statement, int layer)
Hey, by the way, why not this instead :
A_CustomFlash(str statement, int layer [, bool renderstyle [, bool alpha]])
While the renderstyle would mean :
0 - normal
1 - translucent
2 - additive
3 - fuzzy (though I doubt its usefulness)
a bit like A_SetTranslucent.
A_CustomFlash(str statement, int layer [, bool renderstyle [, bool alpha]])
While the renderstyle would mean :
0 - normal
1 - translucent
2 - additive
3 - fuzzy (though I doubt its usefulness)
a bit like A_SetTranslucent.
Re: A_CustomFlash(str statement, int layer)
Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems
.

- TheDarkArchon
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Re: A_CustomFlash(str statement, int layer)
You're not mistaken. Also, it also having the alpha value as a boolean would also be pretty useless.Ghastly_dragon wrote:Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems.
- Lioyd_Irving
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Re: A_CustomFlash(str statement, int layer)
I didn't even know what is a boolean value, every optional value I've seen in a function was a booleanGhastly_dragon wrote:Er, heh, unless I'm mistaken, a bool is either 0 or 1 (false and true), so 'bool renderstyle' would cause a lot of problems.

I thought it was an optional value

So I was saying...
A_CustomFlash(str statement, int layer [, int renderstyle [, int alpha]])
Good ? Bad ?
I'm the guy with the gun.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: A_CustomFlash(str statement, int layer)
Theoretically ok, but since multiple weapon sprite layers are not implemented this may take a while to get to.
Also keep in mind that weapon rendering inherits its render style from the player so there's more complex issues to be considered. If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
Also keep in mind that weapon rendering inherits its render style from the player so there's more complex issues to be considered. If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
- TheDarkArchon
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Re: A_CustomFlash(str statement, int layer)
Alpha's a float, not an integer.Lioyd_Irving wrote: A_CustomFlash(str statement, int layer [, int renderstyle [, int alpha]])
]

- Lioyd_Irving
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Re: A_CustomFlash(str statement, int layer)
Damn, I'm definitely not good at this...TheDarkArchon wrote:Alpha's a float, not an integer.

Alright then, it won't be a disaster if we don't get it.Graf Zahl wrote:Theoretically ok, but since multiple weapon sprite layers are not implemented this may take a while to get to.
Also keep in mind that weapon rendering inherits its render style from the player so there's more complex issues to be considered. If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
The basic function is just fine for me - not to mention it would be MUCH easier to reproduce Build weapons in Doom.

Re: A_CustomFlash(str statement, int layer)
Could the players' renderstyle override the flash's?Graf Zahl wrote:If you give yourself a Raven Shadowsphere in Doom and then fire the chaingun you may see something not so nice but it's an inevitable limitation.
Also: YES! It's implied that this is getting in
