Category: Objects
/ Display
Since engine version: 4.9.5.0 CE
(extended in 4.9.6.0 CR)
Constant | Value | Meaning |
---|---|---|
GFX_BLIT_Additive | 1 | Additive (always base surface and overlay) |
GFX_BLIT_Mod2 | 2 | Additive Modulation: the color of the modulation value is added to the object color, then RGB(128,128,128) is subtracted. Only base surface. |
GFX_BLIT_ClrSfc_OwnClr | 4 | The color modulation set via SetClrModulation() applies to the base surface only and the overlay is normally colored by the owner color (see SetColorDw()). |
GFX_BLIT_ClrSfc_Mod2 | 8 | The overlay (owner color) is drawn using additive modulation. This flag might have to be set independently of bit 2. |
5-7 | 16, 32, 64 | reserved |
GFX_BLIT_Custom | 128 | User defined color value. This value can be specified if no special color mode is desired and to overwrite a DefCore setting. Also, this bit is set in the return value of this function and GetObjectBlitMode if the current blit mode of the object does not correspond to the definition blit mode. |
GFX_BLIT_Parent | 256 | Only for overlays: the blit mode of the base surface is used when drawing this overlay. From CR. |
static g_pCursor, g_dwPrevBlitMode, g_dwPrevMod; protected func Script100() { // Ausgewählten Clonk des ersten Spielers ermitteln g_pCursor = GetCursor(); // Vorherige Werte speichern g_dwPrevBlitMode = GetObjectBlitMode(g_pCursor); g_dwPrevMod = GetClrModulation(g_pCursor); // Nicht-ColorByOwner-Teile des Clonks leuchtend grün färben SetObjectBlitMode(6, g_pCursor); SetClrModulation(RGB(100, 255, 110), g_pCursor); // Nachricht Message("Schau her, ich kann leuchten!", g_pCursor); return(1); } protected func Script200() { // Farbe zurücksetzen SetObjectBlitMode(g_dwPrevBlitMode, g_pCursor); SetClrModulation(g_dwPrevMod, g_pCursor); // Nachricht Message("Schon vorbei :\", g_pCursor); "return(1); }