I'm trying to implement a muzzle flash like the M60 muzzle flash from AMC mod but for some reason the sucker won't remove the alpha channel no matter what I do. Here's the code I'm using: If you see something I'm missing please let me know.
In EVENT_EGS:
switch sprite[].picnum
case 5236 // THIS IS SPRITE 1 FOR MY MUZZLEFLASH
case 5237 // THIS IS SPRITE 2 FOR MY MUZZLEFLASH
seta[].shade -127
cstat 32768 // make initially invisible
break
endswitch
This is a statement outside of any events or actor code:
// M60 MUZZLEFLASH
var M60FLASH 0 2
defstate M60_FLASH
displayrandvar M60FLASH 1
add M60FLASH 5236
ends
This is called within EVENT_DISPLAYWEAPON in the section for my M60:
ifvare player[].curr_weapon PISTOL_WEAPON
{
ife player[].kickback_pic 1
{
state M60_FLASH
rotatespritea 195 135 95536 0 M60FLASH -127 0 4096 -255 windowx1 windowy1 windowx2 windowy2
}
}
I've also tried implementing the sprites both of these ways in the tilefromtexture section of my mod:
texture 5236 { pal 0 { file "SOB_SPRITES/5236.png" } }
texture 5237 { pal 0 { file "SOB_SPRITES/5237.png" } }
tilefromtexture 5236 { file SOB_SPRITES/5236.PNG }
tilefromtexture 5237 { file SOB_SPRITES/5237.PNG }
Neither way helped