forked from metin-server/m2dev-client-src
Merge pull request #82 from MindRapist/mr-8
MR-8: Fix semi-transparent effects
This commit is contained in:
@@ -13,7 +13,4 @@ This repository contains the source code necessary to compile the game client ex
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## 📋 Changelog
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## 📋 Changelog
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### 🐛 Bug Fixes
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### 🐛 Bug Fixes
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* **Amun's freeze on drag window**: Fixed a bug where the client window would freeze while we are dragging it around.
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* **Effect adapting to semi-transparent meshes:** Effect adapting to semi-transparent meshes has been removed as it was causing artifacts when opacity was lower than 1
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* **Debug mode:** Fly effects are now registering when using Debug mode.
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* **Fix effect rendering in low opacity models:** Effects now appear normally on semi-transparent meshes.
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* **Fly targeting fixed for buff/healing skills:** Fixed an issue where fly target effect would render in the buffer's selected target even if the target was unbuffable (if viewing from another client).
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@@ -351,17 +351,6 @@ void CEffectManager::HideEffect()
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m_pSelectedEffectInstance->Hide();
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m_pSelectedEffectInstance->Hide();
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}
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}
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// MR-5: Fix effect rendering when actor is semi-transparent
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// Credits to d1str4ught
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void CEffectManager::RenderEffect()
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{
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if (!m_pSelectedEffectInstance)
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return;
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m_pSelectedEffectInstance->Render();
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}
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// MR-5: -- END OF -- Fix effect rendering when actor is semi-transparent
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void CEffectManager::ApplyAlwaysHidden()
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void CEffectManager::ApplyAlwaysHidden()
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{
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{
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if (!m_pSelectedEffectInstance)
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if (!m_pSelectedEffectInstance)
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@@ -56,10 +56,6 @@ class CEffectManager : public CScreen, public CSingleton<CEffectManager>
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void ShowEffect();
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void ShowEffect();
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void HideEffect();
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void HideEffect();
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// MR-5: Fix effect rendering when actor is semi-transparent
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// Credits to d1str4ught
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void RenderEffect();
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// MR-5: -- END OF -- Fix effect rendering when actor is semi-transparent
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void ApplyAlwaysHidden();
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void ApplyAlwaysHidden();
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void ReleaseAlwaysHidden();
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void ReleaseAlwaysHidden();
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@@ -36,18 +36,6 @@ void CActorInstance::OnRender()
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if (!m_pkCurRaceData)
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if (!m_pkCurRaceData)
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return;
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return;
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// MR-5: Fix effect rendering when actor is semi-transparent
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// Credits to d1str4ught
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if (GetAlphaValue() < 1.0f)
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{
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for (auto it = m_AttachingEffectList.begin(); it != m_AttachingEffectList.end(); ++it)
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{
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CEffectManager::Instance().SelectEffectInstance(it->dwEffectIndex);
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CEffectManager::Instance().RenderEffect();
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}
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}
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// MR-5: -- END OF -- Fix effect rendering when actor is semi-transparent
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D3DMATERIAL9 kMtrl;
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D3DMATERIAL9 kMtrl;
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STATEMANAGER.GetMaterial(&kMtrl);
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STATEMANAGER.GetMaterial(&kMtrl);
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