Almost there. A
lot of pureblind stupidity on my part, but hey, who said that jumping into C++ without a manual and then trying to pull of a sophisticated visual effect in Spring would be easy?
Basically, I ran into several stumbling blocks. First was figuring out how variables are getting read into Spring by TDFParser.cpp. Second was figuring out how they get read by WeaponDefHandler.cpp, and then passed to a given Weapon ID. Lastly, I had to figure out how to make an elegant color-shifting algorithm.
What I have here is very elegant, and involves very few steps. I dunno if there's a more efficient way of achieving this goal, but I don't think so. While I was doing things, I also coded into the current WeaponDefHandler.cpp code a pair of default values... to preserve current FlameThrowers and keep backwards compatibility! This really wasn't very hard, once I knew what I was doing, but first I had to achieve a lot've hard-knocks experience with dead ends and various other bits of stupidity.
The final patch, therefore, modifies five files in the current source. I'll be releasing them as soon as I get done with my tweaking- mainly, I'm getting speed tweaked out to work well.
Here's a current sample of where this is at, though- as you can see, it's doing a shift from Green to Red, but not fast enough for the typical distances a FlameThrower uses:
So... it's almost done. Just need to make sure it shifts a little faster. It uses very little code, and the code it is using is very fast, so I think it'll be accepted by the Spring devs.