From db47eb512cc88a5a3b9c1dbda98c95b903b5e2b0 Mon Sep 17 00:00:00 2001 From: Lactozilla Date: Tue, 31 Oct 2023 15:42:24 -0300 Subject: [PATCH] Fix objects that don't have a color not being translated --- src/r_things.c | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/src/r_things.c b/src/r_things.c index 43f368c63..4e20ef17c 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -866,7 +866,7 @@ static void R_DrawVisSprite(vissprite_t *vis) if (R_SpriteIsFlashing(vis)) // Bosses "flash" colfunc = colfuncs[COLDRAWFUNC_TRANS]; // translate certain pixels to white - else if (vis->color && vis->transmap) // Color mapping + else if (dc_translation && vis->transmap) // Color mapping { colfunc = colfuncs[COLDRAWFUNC_TRANSTRANS]; dc_transmap = vis->transmap; @@ -876,9 +876,7 @@ static void R_DrawVisSprite(vissprite_t *vis) colfunc = colfuncs[COLDRAWFUNC_FUZZY]; dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table } - else if (vis->color) // translate green skin to another color - colfunc = colfuncs[COLDRAWFUNC_TRANS]; - else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome. + else if (dc_translation) // translate green skin to another color colfunc = colfuncs[COLDRAWFUNC_TRANS]; // Hack: Use a special column function for drop shadows that bypasses