Merge pull request #194 from sigatrev/Dark

Better fix of float Dark
This commit is contained in:
AJ Kelly
2014-06-15 15:43:26 -05:00
+6 -4
View File
@@ -44,9 +44,13 @@ void ReceptorArrowRow::Update( float fDeltaTime )
for( unsigned c=0; c<m_ReceptorArrow.size(); c++ )
{
// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
float fBaseAlpha = (1 - m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDark) * (1 - m_fFadeToFailPercent);
float fBaseAlpha = (1 - m_pPlayerState->m_PlayerOptions.GetCurrent().m_fDark);
if( m_fFadeToFailPercent != -1 )
{
fBaseAlpha *= (1 - m_fFadeToFailPercent);
}
CLAMP( fBaseAlpha, 0.0f, 1.0f );
SetBaseAlpha( fBaseAlpha );
m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha );
// set arrow XYZ
float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
@@ -70,8 +74,6 @@ void ReceptorArrowRow::DrawPrimitives()
for( unsigned i=0; i<m_ReceptorArrow.size(); i++ )
{
const int c = pStyle->m_iColumnDrawOrder[i];
m_ReceptorArrow[c]->SetInternalDiffuse(m_pTempState->diffuse[0]);
m_ReceptorArrow[c]->SetInternalGlow(m_pTempState->glow);
m_ReceptorArrow[c]->Draw();
}
}