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game.c: in A_Spawn(), protect CSTAT_SPRITE_NOSHADE of spawned MASKWALL* sprites.
git-svn-id: https://svn.eduke32.com/eduke32@4478 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 7 additions and 2 deletions
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@ -5633,8 +5633,8 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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case MASKWALL13__STATIC:
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case MASKWALL14__STATIC:
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case MASKWALL15__STATIC:
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j = sp->cstat&60;
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sp->cstat = j|1;
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j = sp->cstat & SPAWN_PROTECT_CSTAT_MASK;
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sp->cstat = j|CSTAT_SPRITE_BLOCK;
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changespritestat(i, STAT_DEFAULT);
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break;
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case FOOTPRINTS__STATIC:
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@ -386,6 +386,11 @@ extern vec2_t G_ScreenTextShadow(int32_t sx, int32_t sy, const int32_t font, int
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if (alpha < 0) { blend = -alpha; alpha = 0; orientation |= RS_TRANS1; } \
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} while (0)
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// Cstat protection mask for (currently) spawned MASKWALL* sprites.
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// TODO: look at more cases of cstat=(cstat&PROTECTED)|ADDED in A_Spawn()?
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// 2048+(32+16)+8+4
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#define SPAWN_PROTECT_CSTAT_MASK (CSTAT_SPRITE_NOSHADE|CSTAT_SPRITE_SLAB|CSTAT_SPRITE_XFLIP|CSTAT_SPRITE_YFLIP);
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int32_t app_main(int32_t argc,const char **argv);
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void fadepal(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step);
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//void fadepaltile(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t tile);
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