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Gameplay Mods • WIWO 0.6.9a

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WIWO 0.6.9a

Here is an attempt to simplify the above solution in the set_bleed_color() function. For now color is bled if adjacent to a sky sector, else a LOS is required from POI to POI. I assume that works better than CheckSight, which has a random element. Mind you this all depends on what "center" is. Works as POC.

Code:

if (secZ >= bsecZ){if (b_secs.Find(bsec) == b_secs.Size()){b_secs.Push(bsec);if (sec.GetTexture(Sector.ceiling) == SkyFlatNum &&  bsec.GetTexture(Sector.ceiling) != SkyFlatNum){set_bleed_color(bsec, shade(c, 0.2));}else{vector2 secv2, bsecv2;foreach (ssec : hd_sectors){if (ssec.sec == sec.SectorNum) secv2 = ssec.cspot;if (ssec.sec == bsec.SectorNum) bsecv2 = ssec.cspot;}Actor p = Actor.Spawn("hd_phantom", (secv2.x, secv2.y, sec.FloorPlane.ZAtPoint(secv2) + (sec.CeilingPlane.ZAtPoint(secv2) - sec.FloorPlane.ZAtPoint(secv2)) / 2));if (p){Actor pb = Actor.Spawn("hd_phantom", (bsecv2.x, bsecv2.y, bsec.FloorPlane.ZAtPoint(bsecv2) + (bsec.CeilingPlane.ZAtPoint(bsecv2) - bsec.FloorPlane.ZAtPoint(bsecv2)) / 2));if (pb){p.target = pb;if (p.CheckIfTargetInLOS()) set_bleed_color(bsec, shade(c, 0.2));pb.Destroy();}p.Destroy();}}}

Statistics: Posted by Hey Doomer_ — Sun Jul 28, 2024 5:21 pm



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