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- prevent SetShaded action function from messing up the RGB-to-PAL conversion with a possible overflow
- add RGB-to-PAL support for UDMF fillcolor property
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91680a1e8d
commit
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1 changed files with 3 additions and 2 deletions
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@ -3877,7 +3877,7 @@ bool AActor::IsOkayToAttack (AActor *link)
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void AActor::SetShade (uint32_t rgb)
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void AActor::SetShade (uint32_t rgb)
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{
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{
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PalEntry *entry = (PalEntry *)&rgb;
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PalEntry *entry = (PalEntry *)&rgb;
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fillcolor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
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fillcolor = (rgb & 0xffffff) | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
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}
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}
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void AActor::SetShade (int r, int g, int b)
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void AActor::SetShade (int r, int g, int b)
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@ -6062,7 +6062,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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if (mthing->score)
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if (mthing->score)
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mobj->Score = mthing->score;
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mobj->Score = mthing->score;
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if (mthing->fillcolor)
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if (mthing->fillcolor)
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mobj->fillcolor = mthing->fillcolor;
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mobj->fillcolor = (mthing->fillcolor & 0xffffff) | (ColorMatcher.Pick((mthing->fillcolor & 0xff0000) >> 16,
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(mthing->fillcolor & 0xff00) >> 8, (mthing->fillcolor & 0xff)) << 24);
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mobj->CallBeginPlay ();
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mobj->CallBeginPlay ();
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if (!(mobj->ObjectFlags & OF_EuthanizeMe))
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if (!(mobj->ObjectFlags & OF_EuthanizeMe))
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