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- fixed: The brightfog flag in the GL related map settings was never initialized.
- fixed: brightfog should not disable colored lighting for the weapon sprite.
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4f08b20df5
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2 changed files with 2 additions and 2 deletions
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@ -207,6 +207,7 @@ struct FGLROptions : public FOptionalMapinfoData
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fogdensity = 0;
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fogdensity = 0;
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outsidefogdensity = 0;
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outsidefogdensity = 0;
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skyfog = 0;
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skyfog = 0;
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brightfog = false;
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lightmode = -1;
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lightmode = -1;
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nocoloredspritelighting = -1;
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nocoloredspritelighting = -1;
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notexturefill = -1;
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notexturefill = -1;
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@ -279,11 +279,10 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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}
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}
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// Korshun: fullbright fog in opengl, render weapon sprites fullbright.
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// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
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if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
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if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
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{
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{
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lightlevel = 255;
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lightlevel = 255;
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statebright[0] = statebright[1] = true;
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}
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}
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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