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Fixed bright sprites in sectors with Doom 64 lighting
https://forum.zdoom.org/viewtopic.php?t=58703
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2 changed files with 9 additions and 10 deletions
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@ -342,10 +342,9 @@ void GLSprite::Draw(int pass)
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sector_t *cursec = actor ? actor->Sector : particle ? particle->subsector->sector : nullptr;
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if (cursec != nullptr)
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{
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PalEntry finalcol(ThingColor.a,
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ThingColor.r * cursec->SpecialColors[sector_t::sprites].r / 255,
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ThingColor.g * cursec->SpecialColors[sector_t::sprites].g / 255,
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ThingColor.b * cursec->SpecialColors[sector_t::sprites].b / 255);
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const PalEntry finalcol = fullbright
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? ThingColor
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: ThingColor.Modulate(cursec->SpecialColors[sector_t::sprites]);
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gl_RenderState.SetObjectColor(finalcol);
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}
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@ -385,18 +385,18 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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// now draw the different layers of the weapon.
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// For stencil render styles brightmaps need to be disabled.
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gl_RenderState.EnableBrightmap(!(RenderStyle.Flags & STYLEF_ColorIsFixed));
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PalEntry finalcol(ThingColor.a,
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ThingColor.r * viewsector->SpecialColors[sector_t::sprites].r / 255,
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ThingColor.g * viewsector->SpecialColors[sector_t::sprites].g / 255,
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ThingColor.b * viewsector->SpecialColors[sector_t::sprites].b / 255);
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const bool bright = isBright(psp);
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const PalEntry finalcol = bright
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? ThingColor
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: ThingColor.Modulate(viewsector->SpecialColors[sector_t::sprites]);
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gl_RenderState.SetObjectColor(finalcol);
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if (psp->GetState() != nullptr)
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{
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FColormap cmc = cm;
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int ll = lightlevel;
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if (isBright(psp))
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if (bright)
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{
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if (fakesec == viewsector || in_area != area_below)
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{
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@ -487,4 +487,4 @@ void GLSceneDrawer::DrawTargeterSprites()
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{
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if (psp->GetState() != nullptr) DrawPSprite(player, psp, psp->x, psp->y, false, 0, false);
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}
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}
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}
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