Fix objects that don't have a color not being translated

This commit is contained in:
Lactozilla 2023-10-31 15:42:24 -03:00
parent 61673fe615
commit db47eb512c

View file

@ -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