fix FadeToFail

do FadeToFail for LIFE_TIME
This commit is contained in:
Chris Danford
2005-05-09 02:58:30 +00:00
parent 4a3a87e25b
commit 68c6b6a126
5 changed files with 34 additions and 5 deletions
+7 -1
View File
@@ -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 );