Rename SaveActorInfo sprite_flags -> transparency
This is an event transparency that has the same values as
SaveMapEventBase::transparency.
MODIFY
generator/csv/fields.csv
generator/csv/fields.csv
@@ -855,7 +855,7 @@ SaveActor,name,f,String,0x01,'',1,0,string
SaveActor,title,f,String,0x02,'',1,0,string
SaveActor,sprite_name,f,String,0x0B,'',0,0,string
SaveActor,sprite_id,f,Int32,0x0C,0,0,0,int
-SaveActor,sprite_flags,f,Int32,0x0D,0,0,0,int
+SaveActor,transparency,f,Int32,0x0D,0,0,0,transparency value. 0 means opaque; 3 is the value used when actor is transparent.
SaveActor,face_name,f,String,0x15,'',0,0,string
SaveActor,face_id,f,Int32,0x16,0,0,0,int
SaveActor,level,f,Int32,0x1F,-1,0,0,int

MODIFY
src/generated/lsd_chunks.h
src/generated/lsd_chunks.h
Binary files a/src/generated/lsd_chunks.h and b/src/generated/lsd_chunks.h differ

MODIFY
src/generated/lsd_saveactor.cpp
src/generated/lsd_saveactor.cpp
Binary files a/src/generated/lsd_saveactor.cpp and b/src/generated/lsd_saveactor.cpp differ

MODIFY
src/generated/rpg_saveactor.h
src/generated/rpg_saveactor.h
Binary files a/src/generated/rpg_saveactor.h and b/src/generated/rpg_saveactor.h differ

MODIFY
src/rpg_fixup.cpp
src/rpg_fixup.cpp
@@ -44,7 +44,7 @@ void RPG::SaveActor::Fixup(int actor_id) {
if (sprite_name.empty()) {
sprite_name = actor.character_name;
sprite_id = actor.character_index;
- sprite_flags = actor.transparent ? 3 : 0;
+ transparency = actor.transparent ? 3 : 0;
}
if (face_name.empty()) {
face_name = actor.face_name;
@@ -67,10 +67,10 @@ void RPG::SaveActor::UnFixup() {
}
if (sprite_name == actor.character_name
&& sprite_id == actor.character_index
- && sprite_flags == (actor.transparent ? 3 : 0)) {
+ && transparency == (actor.transparent ? 3 : 0)) {
sprite_name.clear();
sprite_id = 0;
- sprite_flags = 0;
+ transparency = 0;
}
if (face_name == actor.face_name && face_id == actor.face_index) {
face_name.clear();

MODIFY
src/rpg_setup.cpp
src/rpg_setup.cpp
@@ -25,7 +25,7 @@ void RPG::SaveActor::Setup(int actor_id) {
title = actor.title;
sprite_name = actor.character_name;
sprite_id = actor.character_index;
- sprite_flags = actor.transparent ? 3 : 0;
+ transparency = actor.transparent ? 3 : 0;
face_name = actor.face_name;
face_id = actor.face_index;
level = actor.initial_level;

Rename SaveActorInfo sprite_flags -> transparency

This is an event transparency that has the same values as
SaveMapEventBase::transparency.