Fox, on 16 December 2014 - 06:16 AM, said:
For sprites, the following will do, assuming the attached PALETTE.DAT table is used.
gamevar tmp 0 0 gamevar cs 0 0 state setup_animatesprites getactor[THISACTOR].mdflags tmp orvar tmp 16 setactor[THISACTOR].mdflags tmp ends onevent EVENT_EGS state setup_animatesprites endevent onevent EVENT_LOADACTOR state setup_animatesprites endevent // Assuming a PALETTE.DAT with e.g.: // blend 0: 50/50 alpha // blend 1: factor 1.0 additive onevent EVENT_ANIMATESPRITES getactor[THISACTOR].cstat cs ifvarand cs 2 ifvarand cs 512 setactor[THISACTOR].blend 1 else setactor[THISACTOR].blend 0 endevent
Note how I set mdflags[].flags' bit 16 for both cases of sprite creation (premap and in-game spawn), unconditionally for all sprites.
Attached File(s)
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PALETTE_1-addtv.zip (49.12K)
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