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I was using V_GetColor in a lot of places I shouldn't have, making the game look wrong with a non-default colour profile.
Though, I left R_RainbowColormap alone.
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2 changed files with 4 additions and 3 deletions
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@ -324,8 +324,8 @@ UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 al
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else if (style != AST_TRANSLUCENT)
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{
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RGBA_t texel;
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RGBA_t bg = V_GetColor(background);
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RGBA_t fg = V_GetColor(foreground);
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RGBA_t bg = V_GetMasterColor(background);
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RGBA_t fg = V_GetMasterColor(foreground);
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texel.rgba = ASTBlendPixel(bg, fg, style, alpha);
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return NearestColor(texel.s.red, texel.s.green, texel.s.blue);
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}
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@ -1664,7 +1664,7 @@ static void R_CreateFadeColormaps(void)
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#define GETCOLOR \
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px = colormaps[i%256]; \
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fade = (i/256) * (256 / FADECOLORMAPROWS); \
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rgba = V_GetColor(px);
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rgba = V_GetMasterColor(px);
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// to black
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makeblack:
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@ -64,6 +64,7 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
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// Retrieve the ARGB value from a palette color index
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#define V_GetColor(color) (pLocalPalette[color&0xFF])
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#define V_GetMasterColor(color) (pMasterPalette[color&0xFF])
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// Bottom 8 bits are used for parameter (screen or character)
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#define V_PARAMMASK 0x000000FF
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