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Use FF_SEMIBRIGHT for some more common objects
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1 changed files with 10 additions and 10 deletions
20
src/info.c
20
src/info.c
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@ -1784,8 +1784,8 @@ state_t states[NUMSTATES] =
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{SPR_RING, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 23, 1, S_RING, 0}, // S_RING
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// Blue Sphere for special stages
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{SPR_SPHR, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL, 0}, // S_BLUESPHERE
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{SPR_SPHR, FF_FULLBRIGHT
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{SPR_SPHR, FF_SEMIBRIGHT, -1, {NULL}, 0, 0, S_NULL, 0}, // S_BLUESPHERE
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{SPR_SPHR, FF_SEMIBRIGHT
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#ifdef MANIASPHERES
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|FF_ANIMATE|FF_RANDOMANIM
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#endif
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@ -1794,13 +1794,13 @@ state_t states[NUMSTATES] =
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// Bomb Sphere
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{SPR_SPHR, FF_FULLBRIGHT|3, 2, {NULL}, 0, 0, S_BOMBSPHERE2, 0}, // S_BOMBSPHERE1
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{SPR_SPHR, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BOMBSPHERE3, 0}, // S_BOMBSPHERE2
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{SPR_SPHR, FF_FULLBRIGHT|5, 2, {NULL}, 0, 0, S_BOMBSPHERE4, 0}, // S_BOMBSPHERE3
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{SPR_SPHR, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_BOMBSPHERE1, 0}, // S_BOMBSPHERE4
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{SPR_SPHR, FF_SEMIBRIGHT|4, 1, {NULL}, 0, 0, S_BOMBSPHERE3, 0}, // S_BOMBSPHERE2
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{SPR_SPHR, FF_SEMIBRIGHT|5, 2, {NULL}, 0, 0, S_BOMBSPHERE4, 0}, // S_BOMBSPHERE3
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{SPR_SPHR, FF_SEMIBRIGHT|4, 1, {NULL}, 0, 0, S_BOMBSPHERE1, 0}, // S_BOMBSPHERE4
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// NiGHTS Chip
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{SPR_NCHP, FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 15, 2, S_NULL, 0}, // S_NIGHTSCHIP
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{SPR_NCHP, FF_FULLBRIGHT|FF_ANIMATE|16, -1, {NULL}, 15, 2, S_NULL, 0}, // S_NIGHTSCHIPBONUS
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{SPR_NCHP, FF_SEMIBRIGHT|FF_ANIMATE, -1, {NULL}, 15, 2, S_NULL, 0}, // S_NIGHTSCHIP
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{SPR_NCHP, FF_SEMIBRIGHT|FF_ANIMATE|16, -1, {NULL}, 15, 2, S_NULL, 0}, // S_NIGHTSCHIPBONUS
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// NiGHTS Star
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{SPR_NSTR, FF_ANIMATE, -1, {NULL}, 14, 2, S_NULL, 0}, // S_NIGHTSSTAR
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@ -1858,9 +1858,9 @@ state_t states[NUMSTATES] =
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{SPR_CEMG, FF_FULLBRIGHT|6, -1, {NULL}, 0, 0, S_NULL, 0}, // S_CEMG7
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// Emerald hunt shards
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{SPR_SHRD, 0, -1, {NULL}, 0, 0, S_NULL, 0}, // S_SHRD1
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{SPR_SHRD, 1, -1, {NULL}, 0, 0, S_NULL, 0}, // S_SHRD2
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{SPR_SHRD, 2, -1, {NULL}, 0, 0, S_NULL, 0}, // S_SHRD3
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{SPR_SHRD, FF_SEMIBRIGHT, -1, {NULL}, 0, 0, S_NULL, 0}, // S_SHRD1
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{SPR_SHRD, FF_SEMIBRIGHT|1, -1, {NULL}, 0, 0, S_NULL, 0}, // S_SHRD2
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{SPR_SHRD, FF_SEMIBRIGHT|2, -1, {NULL}, 0, 0, S_NULL, 0}, // S_SHRD3
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// Bubble Source
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{SPR_BBLS, 0, 8, {A_BubbleSpawn}, 2048, 0, S_BUBBLES2, 0}, // S_BUBBLES1
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