fix FadeToFail
do FadeToFail for LIFE_TIME
This commit is contained in:
@@ -14,6 +14,9 @@
|
||||
ReceptorArrowRow::ReceptorArrowRow()
|
||||
{
|
||||
m_iNumCols = 0;
|
||||
m_pPlayerState = NULL;
|
||||
m_fYReverseOffsetPixels = 0;
|
||||
m_fFadeToFailPercent = 0;
|
||||
}
|
||||
|
||||
void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset )
|
||||
@@ -37,7 +40,10 @@ void ReceptorArrowRow::Update( float fDeltaTime )
|
||||
for( int c=0; c<m_iNumCols; c++ )
|
||||
{
|
||||
m_ReceptorArrow[c].Update( fDeltaTime );
|
||||
m_ReceptorArrow[c].SetBaseAlpha( 1 - m_pPlayerState->m_CurrentPlayerOptions.m_fDark );
|
||||
|
||||
// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
|
||||
float fBaseAlpha = (1 - m_pPlayerState->m_CurrentPlayerOptions.m_fDark) * (1 - m_fFadeToFailPercent);
|
||||
m_ReceptorArrow[c].SetBaseAlpha( fBaseAlpha );
|
||||
|
||||
// set arrow XYZ
|
||||
const float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
|
||||
|
||||
Reference in New Issue
Block a user