It seams that changedrawmethod isn't at the OpenBOR manual and I want to include it.
But I need help to undestand what each values does, specially the ones in bold.
// ===== changedrawmethod ======
enum drawmethod_enum
{
_dm_alpha, // Defines which alpha blending effect will be used. 0 means no alpha effect. -1 means the entity(if given) will use its own alpha value.
_dm_amplitude, // Sets the amplitude of sine wave for water effect
_dm_beginsize, // Sets size multiplier of upper border. The upper border should be smaller than lower one cause the former is farther
_dm_centerx, // Change the sprite x axis?
_dm_centery, // Change the sprite y axis?
_dm_channelb, // Defines the value for the B (blue) channel
_dm_channelg, // Defines the value for the G (green) channel
_dm_channelr, // Defines the value for the R (red) channel
_dm_clip, // ??
_dm_cliph, // Defines the width of the cropped area (horizontal)
_dm_clipw, // Defines the start point in x axis (horizontal)
_dm_clipx, // Defines the start point in y axis (vertical)
_dm_clipy, // Defines the height of the cropped area
_dm_enabled, // Enables the effect? What is the difference from FLAG?
_dm_endsize, // Sets size multiplier of upper border of Water mode
_dm_fillcolor, // Is the colour used by the entire sprite. 0 means don't fill the sprites. An integer value, from 0 to 255, specify a color index in your palette. It can be used with alpha, fill current frame with this color. You can either use a raw integer value or in R_G_B format, the later has better compatibility obviously.
_dm_flag, // defines whether the drawmethod is active, when set to 0, the drawmethod will not take effect.
_dm_fliprotate, // is binary value. When it is set to 1(should be only 0 or 1, not other values), the entity will change the rotate value when the direction is changed(entity's direction, if you use flipx for the frame, it is not affected), the rotate value will be 360-original, so
_dm_flipx, // defines whether the sprite will be flipped left/right. 0 means don't flip and 1 means flip. An integer value, when set to 1, the frame will be flipped leftright.
_dm_flipy, // defines whether the sprite will be flipped top/bottom. 0 means don't flip and 1 means flip. An integer value, when set to 1, the frame will be flipped updown.
_dm_perspective, // Defines z depth effect it should have (Water mode)
_dm_remap, // Defines which colourmap will be used. 0 means no colourmap. -1 means the entity(if given) will use its current colourmap.
_dm_reset, // Reset any previous active drawmethod ??
_dm_rotate, // Is the rotate angle(clockwise), the range is from 0 to 359.
_dm_scalex, // Defines how the sprite will be stretch in x direction: sizex = original_sizex * scalex / 256
_dm_scaley, // Defines how the sprite will be stretch in y direction: sizey = original_sizey * scaley / 256
_dm_shiftx, // defines how the sprite leans, like lightx in gfxshadow feature
_dm_table, // Defines the colour table
_dm_tintcolor, // Will tint the sprite with given tintcolor, in alpha mode tintmode
_dm_tintmode, // Defines the tintmode
_dm_transbg, // Controls if the background color (index 0) is transparent or not?
_dm_watermode, // Determines water effect. Currently there are 3 modes.
_dm_wavelength, // Determines length of sine wave in pixels. It's repeated since it's sine wave. Only apply if {watermode} is not 3 (see below)
_dm_wavespeed, // Determines the moving speed of sine wave. Only apply if {watermode} is not 3 (see below)
_dm_wavetime, // ??
_dm_xrepeat, // Determine how many times the image will repeat in X axis. Setting 0 will make layer not drawn at all (it will become palette holder). Setting -1 will make it repeat forever
_dm_xspan, // ??
_dm_yrepeat, // Determine how many times the image will repeat in Y axis. Setting 0 will make layer not drawn at all (it will become palette holder). Setting -1 will make it repeat forever
_dm_yspan, // ??
_dm_the_end, // ??
};
Any help is appreciated