fixed some ScreenGameplay transition glitches

fix cracks in BGAnimation tiles (mostly)
This commit is contained in:
Chris Danford
2003-03-12 01:26:44 +00:00
parent 443aad8e10
commit 4a239b0c35
11 changed files with 119 additions and 92 deletions
+4 -3
View File
@@ -42,6 +42,7 @@ Actor::Actor()
m_bShadow = false;
m_fShadowLength = 4;
m_bTextureWrapping = false;
m_bIsAnimating = true;
m_bBlendAdd = false;
}
@@ -619,9 +620,9 @@ void Actor::Command( CString sCommandString )
else if( sName=="effectcolor2" ) SetEffectColor2( RageColor(fParam(0),fParam(1),fParam(2),fParam(3)) );
else if( sName=="effectperiod" ) SetEffectPeriod( fParam(0) );
else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(0),fParam(1),fParam(2)) );
else if( sName=="startanimating" ) this->StartAnimating();
else if( sName=="stopanimating" ) this->StopAnimating();
else if( sName=="additiveblend" ) EnableAdditiveBlend( iParam(0)!=0 );
else if( sName=="animate" ) EnableAnimation( bParam(0) );
else if( sName=="texturewrapping" ) EnableTextureWrapping( bParam(0) );
else if( sName=="additiveblend" ) EnableAdditiveBlend( bParam(0) );
else
{
CString sError = ssprintf( "Unrecognized command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );