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ACTUALLY applied colorized flashing for dashmode to non-SF_MACHINE players, which wasn't happening for non-transparent players because :VVV
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1 changed files with 5 additions and 2 deletions
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@ -786,10 +786,13 @@ static void R_DrawVisSprite(vissprite_t *vis)
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dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
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else if (!(vis->cut & SC_PRECIP)
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&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
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&& (vis->mobj->player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
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&& (vis->mobj->player->charflags & SF_DASHMODE)
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&& ((leveltime/2) & 1))
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{
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dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
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if (vis->mobj->player->charflags & SF_MACHINE)
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dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
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else
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dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
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}
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else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
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{
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