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Brown text colormap instead of teal, revert sky-blue
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parent
744c41bc8a
commit
6bae5e952b
6 changed files with 14 additions and 16 deletions
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@ -156,7 +156,7 @@ static CV_PossibleValue_t menuhighlight_cons_t[] =
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{V_TEAMAP, "Always tea-green"},
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{V_TEAMAP, "Always tea-green"},
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{V_STEELMAP, "Always steel-blue"},
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{V_STEELMAP, "Always steel-blue"},
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{V_PINKMAP, "Always pink"},
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{V_PINKMAP, "Always pink"},
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{V_TEALMAP, "Always teal"},
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{V_BROWNMAP, "Always brown"},
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{V_PEACHMAP, "Always peach"},
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{V_PEACHMAP, "Always peach"},
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{0, NULL}
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{0, NULL}
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};
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};
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@ -291,7 +291,7 @@ static void CONS_backcolor_Change(void)
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// TODO: This could probably be improved somehow...
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// TODO: This could probably be improved somehow...
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// These colormaps are 99% identical, with just a few changed bytes
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// These colormaps are 99% identical, with just a few changed bytes
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UINT8 *yellowmap, *purplemap, *greenmap, *bluemap, *graymap, *redmap, *orangemap,\
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UINT8 *yellowmap, *purplemap, *greenmap, *bluemap, *graymap, *redmap, *orangemap,\
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*skymap, *goldmap, *lavendermap, *teamap, *steelmap, *pinkmap, *tealmap, *peachmap;
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*skymap, *goldmap, *lavendermap, *teamap, *steelmap, *pinkmap, *brownmap, *peachmap;
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static void CON_SetupColormaps(void)
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static void CON_SetupColormaps(void)
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{
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{
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@ -311,8 +311,8 @@ static void CON_SetupColormaps(void)
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teamap = (goldmap+256);
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teamap = (goldmap+256);
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steelmap = (teamap+256);
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steelmap = (teamap+256);
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pinkmap = (steelmap+256);
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pinkmap = (steelmap+256);
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tealmap = (pinkmap+256);
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brownmap = (pinkmap+256);
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peachmap = (tealmap+256);
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peachmap = (brownmap+256);
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// setup the other colormaps, for console text
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// setup the other colormaps, for console text
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@ -330,13 +330,13 @@ static void CON_SetupColormaps(void)
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redmap[120] = (UINT8)126; // battle
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redmap[120] = (UINT8)126; // battle
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graymap[120] = (UINT8)10;
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graymap[120] = (UINT8)10;
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orangemap[120] = (UINT8)85; // record attack
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orangemap[120] = (UINT8)85; // record attack
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skymap[120] = (UINT8)212; // race
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skymap[120] = (UINT8)214; // race
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lavendermap[120] = (UINT8)248;
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lavendermap[120] = (UINT8)248;
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goldmap[120] = (UINT8)114;
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goldmap[120] = (UINT8)114;
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teamap[120] = (UINT8)177;
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teamap[120] = (UINT8)177;
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steelmap[120] = (UINT8)201;
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steelmap[120] = (UINT8)201;
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pinkmap[120] = (UINT8)144;
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pinkmap[120] = (UINT8)145;
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tealmap[120] = (UINT8)220;
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brownmap[120] = (UINT8)48;
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peachmap[120] = (UINT8)69; // nice
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peachmap[120] = (UINT8)69; // nice
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// Init back colormap
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// Init back colormap
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@ -39,7 +39,7 @@ extern UINT32 con_scalefactor; // console text scale factor
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extern consvar_t cons_backcolor, cons_menuhighlight;
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extern consvar_t cons_backcolor, cons_menuhighlight;
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extern UINT8 *yellowmap, *purplemap, *greenmap, *bluemap, *graymap, *redmap, *orangemap,\
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extern UINT8 *yellowmap, *purplemap, *greenmap, *bluemap, *graymap, *redmap, *orangemap,\
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*skymap, *goldmap, *lavendermap, *teamap, *steelmap, *pinkmap, *tealmap, *peachmap;
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*skymap, *goldmap, *lavendermap, *teamap, *steelmap, *pinkmap, *brownmap, *peachmap;
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// Console bg color (auto updated to match)
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// Console bg color (auto updated to match)
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extern UINT8 *consolebgmap;
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extern UINT8 *consolebgmap;
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@ -8264,7 +8264,7 @@ struct {
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{"V_TEAMAP",V_TEAMAP},
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{"V_TEAMAP",V_TEAMAP},
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{"V_STEELMAP",V_STEELMAP},
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{"V_STEELMAP",V_STEELMAP},
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{"V_PINKMAP",V_PINKMAP},
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{"V_PINKMAP",V_PINKMAP},
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{"V_TEALMAP",V_TEALMAP},
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{"V_BROWNMAP",V_BROWNMAP},
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{"V_PEACHMAP",V_PEACHMAP},
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{"V_PEACHMAP",V_PEACHMAP},
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{"V_TRANSLUCENT",V_TRANSLUCENT},
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{"V_TRANSLUCENT",V_TRANSLUCENT},
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{"V_10TRANS",V_10TRANS},
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{"V_10TRANS",V_10TRANS},
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@ -727,10 +727,10 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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const UINT8 color = players[playernum].skincolor;
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const UINT8 color = players[playernum].skincolor;
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if (color <= SKINCOLOR_SILVER || color == SKINCOLOR_SLATE)
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if (color <= SKINCOLOR_SILVER || color == SKINCOLOR_SLATE)
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cstart = "\x80"; // white
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cstart = "\x80"; // white
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else if (color <= SKINCOLOR_BEIGE || color == SKINCOLOR_JET)
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else if (color <= SKINCOLOR_BLACK || color == SKINCOLOR_JET)
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cstart = "\x86"; // V_GRAYMAP
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cstart = "\x86"; // V_GRAYMAP
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else if (color <= SKINCOLOR_LEATHER)
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else if (color <= SKINCOLOR_LEATHER)
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cstart = "\x8A"; // V_GOLDMAP
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cstart = "\x8e"; // V_BROWNMAP
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else if (color <= SKINCOLOR_ROSE || color == SKINCOLOR_LILAC)
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else if (color <= SKINCOLOR_ROSE || color == SKINCOLOR_LILAC)
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cstart = "\x8d"; // V_PINKMAP
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cstart = "\x8d"; // V_PINKMAP
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else if (color <= SKINCOLOR_KETCHUP)
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else if (color <= SKINCOLOR_KETCHUP)
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@ -747,8 +747,6 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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cstart = "\x8b"; // V_TEAMAP
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cstart = "\x8b"; // V_TEAMAP
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else if (color <= SKINCOLOR_DREAM || color == SKINCOLOR_LIME)
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else if (color <= SKINCOLOR_DREAM || color == SKINCOLOR_LIME)
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cstart = "\x83"; // V_GREENMAP
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cstart = "\x83"; // V_GREENMAP
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else if (color <= SKINCOLOR_TEAL)
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cstart = "\x8e"; // V_TEALMAP
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else if (color <= SKINCOLOR_NAVY || color == SKINCOLOR_SAPPHIRE)
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else if (color <= SKINCOLOR_NAVY || color == SKINCOLOR_SAPPHIRE)
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cstart = "\x88"; // V_SKYMAP
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cstart = "\x88"; // V_SKYMAP
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else if (color <= SKINCOLOR_STEEL)
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else if (color <= SKINCOLOR_STEEL)
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@ -1282,8 +1282,8 @@ UINT8 *V_GetStringColormap(INT32 colorflags)
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return steelmap;
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return steelmap;
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case 13: // 0x8D, pink
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case 13: // 0x8D, pink
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return pinkmap;
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return pinkmap;
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case 14: // 0x8E, teal
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case 14: // 0x8E, brown
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return tealmap;
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return brownmap;
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case 15: // 0x8F, peach
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case 15: // 0x8F, peach
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return peachmap;
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return peachmap;
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default: // reset
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default: // reset
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@ -82,7 +82,7 @@ extern UINT8 hudtrans;
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#define V_TEAMAP 0x0000B000
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#define V_TEAMAP 0x0000B000
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#define V_STEELMAP 0x0000C000
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#define V_STEELMAP 0x0000C000
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#define V_PINKMAP 0x0000D000
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#define V_PINKMAP 0x0000D000
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#define V_TEALMAP 0x0000E000
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#define V_BROWNMAP 0x0000E000
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#define V_PEACHMAP 0x0000F000
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#define V_PEACHMAP 0x0000F000
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// use bits 17-20 for alpha transparency
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// use bits 17-20 for alpha transparency
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