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- Fix testcolor and testfade in the software renderer
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1 changed files with 5 additions and 7 deletions
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@ -57,13 +57,11 @@ FORCEINLINE FDynamicColormap *GetColorTable(const FColormap &cm, PalEntry Specia
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c.Decolorize();
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c.Decolorize();
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c = SpecialColor.Modulate(c);
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c = SpecialColor.Modulate(c);
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}
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}
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auto p = &NormalLight;
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if (c == p->Color &&
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// First colormap is the default Doom colormap.
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cm.FadeColor == p->Fade &&
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// testcolor and testfade CCMDs modifies the first colormap, so we have to do the check without looking at the actual values stored in NormalLight.
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cm.Desaturation == p->Desaturate)
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if (c == PalEntry(255, 255, 255) && cm.FadeColor == 0 && cm.Desaturation == 0)
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{
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return &NormalLight;
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return p;
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}
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return GetSpecialLights(c, cm.FadeColor, cm.Desaturation);
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return GetSpecialLights(c, cm.FadeColor, cm.Desaturation);
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}
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}
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