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Don't accelerate BOOM colormaped player sprites
- Fixed: Player weapons ignored BOOM colormaps when accelerated.
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1 changed files with 5 additions and 0 deletions
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@ -1359,6 +1359,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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{
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{
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noaccel = true;
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noaccel = true;
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}
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}
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// If drawing with a BOOM colormap, disable acceleration.
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if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps)
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{
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noaccel = true;
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}
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// If the main colormap has fixed lights, and this sprite is being drawn with that
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// If the main colormap has fixed lights, and this sprite is being drawn with that
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// colormap, disable acceleration so that the lights can remain fixed.
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// colormap, disable acceleration so that the lights can remain fixed.
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if (!noaccel && realfixedcolormap == NULL &&
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if (!noaccel && realfixedcolormap == NULL &&
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