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- Fixed compilation but i don't think this will work.
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commit
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2 changed files with 3 additions and 3 deletions
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@ -380,7 +380,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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case GLPASS_ALL: // Same, but also creates the dynlight data.
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case GLPASS_ALL: // Same, but also creates the dynlight data.
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mDrawer->SetColor(lightlevel, rel, Colormap,1.0f);
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mDrawer->SetColor(lightlevel, rel, Colormap,1.0f);
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mDrawer->SetFog(lightlevel, rel, &Colormap, false);
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mDrawer->SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.SetAddColor(flat->AddColor | 0xff000000);
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gl_RenderState.SetAddColor(AddColor | 0xff000000);
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if (!gltexture->tex->isFullbright())
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if (!gltexture->tex->isFullbright())
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gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
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gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
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if (sector->special != GLSector_Skybox)
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if (sector->special != GLSector_Skybox)
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@ -447,9 +447,9 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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}
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}
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SetColor(ll, 0, cmc, trans, true);
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SetColor(ll, 0, cmc, trans, true);
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}
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}
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if (owner->Sector)
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if (playermo->Sector)
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{
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{
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gl_RenderState.SetAddColor(owner->Sector->SpecialColors[sector_t::add] | 0xff000000);
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gl_RenderState.SetAddColor(playermo->Sector->SpecialColors[sector_t::add] | 0xff000000);
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}
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}
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else
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else
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{
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{
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