From 647e6aac12d215e2263543172dbae3619f1fb9ef Mon Sep 17 00:00:00 2001 From: Lach <54614944+lachablock@users.noreply.github.com> Date: Thu, 27 Oct 2022 20:06:26 +1100 Subject: [PATCH] Simplify the way skincolors' invshades are used --- src/m_menu.c | 2 +- src/p_enemy.c | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/m_menu.c b/src/m_menu.c index f9f52335d..c09e12998 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -8520,7 +8520,7 @@ static void M_DrawLoadGameData(void) if (charskin->prefoppositecolor) { col = charskin->prefoppositecolor; - col = skincolors[col].ramp[skincolors[skincolors[col].invcolor].invshade]; + col = skincolors[col].ramp[skincolors[charskin->prefcolor].invshade]; } else { diff --git a/src/p_enemy.c b/src/p_enemy.c index c7d87b88a..fe062cffc 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -5321,7 +5321,7 @@ void A_SignPlayer(mobj_t *actor) actor->tracer->color = signcolor; if (signcolor && signcolor < numskincolors) - signframe += (15 - skincolors[skincolors[signcolor].invcolor].invshade); + signframe += (15 - skincolors[facecolor].invshade); actor->tracer->frame = signframe; }