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Fix the nonsense going on here regarding dc_colormap, this makes FOF walls appear strange if they were for a fog block with colormap adjacent to a normal sector with a colormap and no FOFs.
...that was a mouthful
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1 changed files with 3 additions and 2 deletions
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@ -1182,10 +1182,11 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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pindex = MAXLIGHTSCALE - 1;
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pindex = MAXLIGHTSCALE - 1;
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dc_colormap = walllights[pindex];
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dc_colormap = walllights[pindex];
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if (frontsector->extra_colormap)
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dc_colormap = frontsector->extra_colormap->colormap + (dc_colormap - colormaps);
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if (pfloor->flags & FF_FOG && pfloor->master->frontsector->extra_colormap)
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if (pfloor->flags & FF_FOG && pfloor->master->frontsector->extra_colormap)
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dc_colormap = pfloor->master->frontsector->extra_colormap->colormap + (dc_colormap - colormaps);
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dc_colormap = pfloor->master->frontsector->extra_colormap->colormap + (dc_colormap - colormaps);
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else if (frontsector->extra_colormap)
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dc_colormap = frontsector->extra_colormap->colormap + (dc_colormap - colormaps);
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// draw the texture
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// draw the texture
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colfunc_2s (col);
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colfunc_2s (col);
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