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Fix camera shader colormap (invulnerability effect) not getting applied to hardware accelerated player sprites
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@ -529,6 +529,10 @@ namespace swrenderer
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{
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accelSprite.special = static_cast<FSpecialColormap*>(vis.Light.BaseColormap);
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}
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else if (CameraLight::Instance()->ShaderColormap())
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{
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accelSprite.special = CameraLight::Instance()->ShaderColormap();
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}
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else if (colormap_to_use->Color == PalEntry(255, 255, 255) &&
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colormap_to_use->Desaturate == 0)
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{
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