Fix camera shader colormap (invulnerability effect) not getting applied to hardware accelerated player sprites

This commit is contained in:
Magnus Norddahl 2017-02-07 20:43:41 +01:00
parent d760b5070a
commit b36444ca1c

View file

@ -529,6 +529,10 @@ namespace swrenderer
{ {
accelSprite.special = static_cast<FSpecialColormap*>(vis.Light.BaseColormap); accelSprite.special = static_cast<FSpecialColormap*>(vis.Light.BaseColormap);
} }
else if (CameraLight::Instance()->ShaderColormap())
{
accelSprite.special = CameraLight::Instance()->ShaderColormap();
}
else if (colormap_to_use->Color == PalEntry(255, 255, 255) && else if (colormap_to_use->Color == PalEntry(255, 255, 255) &&
colormap_to_use->Desaturate == 0) colormap_to_use->Desaturate == 0)
{ {