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- Fixed: The identity translation for players should not be remapped through GPalette.Remap[].
The graphics are already mapped through this, so we don't need to do it again when translating. Moreover, if there was no duplicate of color 0, but there was a different color with a duplicate, this means we end up drawing players with the duplicated color wherever it should be color 0. (Standard translations already had this right.) SVN r3417 (trunk)
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@ -887,7 +887,7 @@ static void R_CreatePlayerTranslation (float h, float s, float v, const FPlayerC
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{
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{
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for (i = 0; i < table->NumEntries; ++i)
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for (i = 0; i < table->NumEntries; ++i)
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{
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{
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table->Remap[i] = GPalette.Remap[i];
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table->Remap[i] = i;
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}
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}
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memcpy(table->Palette, GPalette.BaseColors, sizeof(*table->Palette) * table->NumEntries);
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memcpy(table->Palette, GPalette.BaseColors, sizeof(*table->Palette) * table->NumEntries);
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}
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}
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