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https://github.com/ZDoom/gzdoom.git
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- made 'nocoloredspritelighting' a global option and also implemented it in the software renderer.
This commit is contained in:
parent
91da8aecdb
commit
3aa7687d91
17 changed files with 73 additions and 59 deletions
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@ -142,6 +142,11 @@ struct PalEntry
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return other;
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}
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}
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void Decolorize() // this for 'nocoloredspritelighting' and not the same as desaturation. The normal formula results in a value that's too dark.
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{
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int v = (r + g + b);
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r = g = b = ((255*3) + v + v) / 9;
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}
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bool isBlack() const
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{
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return (d & 0xffffff) == 0;
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@ -240,6 +240,7 @@ enum ELevelFlags : unsigned int
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LEVEL3_REMOVEITEMS = 0x00000002, // kills all INVBAR items on map change.
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LEVEL3_ATTENUATE = 0x00000004, // attenuate lights?
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LEVEL3_NOLIGHTFADE = 0x00000008, // no light fading to black.
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LEVEL3_NOCOLOREDSPRITELIGHTING = 0x00000010, // draw sprites only with color-less light
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};
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@ -1357,6 +1357,7 @@ MapFlagHandlers[] =
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{ "spawnwithweaponraised", MITYPE_SETFLAG2, LEVEL2_PRERAISEWEAPON, 0 },
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{ "forcefakecontrast", MITYPE_SETFLAG3, LEVEL3_FORCEFAKECONTRAST, 0 },
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{ "nolightfade", MITYPE_SETFLAG3, LEVEL3_NOLIGHTFADE, 0 },
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{ "nocoloredspritelighting", MITYPE_SETFLAG3, LEVEL3_NOCOLOREDSPRITELIGHTING, 0 },
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{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
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{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },
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{ "compat_stairs", MITYPE_COMPATFLAG, COMPATF_STAIRINDEX, 0 },
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@ -1431,7 +1432,16 @@ void FMapInfoParser::ParseMapDefinition(level_info_t &info)
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break;
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case MITYPE_SETFLAG:
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info.flags |= handler->data1;
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if (!CheckAssign())
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{
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info.flags |= handler->data1;
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}
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else
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{
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sc.MustGetNumber();
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if (sc.Number) info.flags |= handler->data1;
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else info.flags &= ~handler->data1;
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}
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info.flags |= handler->data2;
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break;
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@ -1445,7 +1455,16 @@ void FMapInfoParser::ParseMapDefinition(level_info_t &info)
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break;
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case MITYPE_SETFLAG2:
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info.flags2 |= handler->data1;
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if (!CheckAssign())
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{
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info.flags2 |= handler->data1;
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}
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else
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{
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sc.MustGetNumber();
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if (sc.Number) info.flags2 |= handler->data1;
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else info.flags2 &= ~handler->data1;
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}
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info.flags2 |= handler->data2;
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break;
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@ -1459,7 +1478,16 @@ void FMapInfoParser::ParseMapDefinition(level_info_t &info)
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break;
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case MITYPE_SETFLAG3:
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info.flags3 |= handler->data1;
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if (!CheckAssign())
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{
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info.flags3 |= handler->data1;
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}
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else
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{
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sc.MustGetNumber();
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if (sc.Number) info.flags3 |= handler->data1;
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else info.flags3 &= ~handler->data1;
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}
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info.flags3 |= handler->data2;
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break;
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@ -79,11 +79,6 @@ CUSTOM_CVAR(Bool, gl_notexturefill, false, 0)
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}
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CUSTOM_CVAR(Bool, gl_nocoloredspritelighting, false, 0)
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{
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glset.nocoloredspritelighting = self;
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}
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void gl_CreateSections();
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//-----------------------------------------------------------------------------
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@ -191,7 +186,6 @@ struct FGLROptions : public FOptionalMapinfoData
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identifier = "gl_renderer";
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brightfog = false;
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lightmode = -1;
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nocoloredspritelighting = -1;
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notexturefill = -1;
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skyrotatevector = FVector3(0,0,1);
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skyrotatevector2 = FVector3(0,0,1);
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@ -202,7 +196,6 @@ struct FGLROptions : public FOptionalMapinfoData
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FGLROptions *newopt = new FGLROptions;
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newopt->identifier = identifier;
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newopt->lightmode = lightmode;
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newopt->nocoloredspritelighting = nocoloredspritelighting;
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newopt->notexturefill = notexturefill;
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newopt->skyrotatevector = skyrotatevector;
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newopt->skyrotatevector2 = skyrotatevector2;
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@ -212,7 +205,6 @@ struct FGLROptions : public FOptionalMapinfoData
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int lightmode;
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int brightfog;
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int8_t lightadditivesurfaces;
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int8_t nocoloredspritelighting;
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int8_t notexturefill;
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FVector3 skyrotatevector;
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FVector3 skyrotatevector2;
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@ -234,20 +226,6 @@ DEFINE_MAP_OPTION(lightmode, false)
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opt->lightmode = uint8_t(parse.sc.Number);
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}
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DEFINE_MAP_OPTION(nocoloredspritelighting, false)
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{
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FGLROptions *opt = info->GetOptData<FGLROptions>("gl_renderer");
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if (parse.CheckAssign())
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{
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parse.sc.MustGetNumber();
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opt->nocoloredspritelighting = !!parse.sc.Number;
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}
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else
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{
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opt->nocoloredspritelighting = true;
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}
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}
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DEFINE_MAP_OPTION(notexturefill, false)
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{
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FGLROptions *opt = info->GetOptData<FGLROptions>("gl_renderer");
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@ -317,8 +295,6 @@ static void ResetOpts()
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{
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if (!IsLightmodeValid()) glset.lightmode = gl_lightmode;
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else glset.lightmode = glset.map_lightmode;
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if (glset.map_nocoloredspritelighting == -1) glset.nocoloredspritelighting = gl_nocoloredspritelighting;
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else glset.nocoloredspritelighting = !!glset.map_nocoloredspritelighting;
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if (glset.map_notexturefill == -1) glset.notexturefill = gl_notexturefill;
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else glset.notexturefill = !!glset.map_notexturefill;
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if (glset.map_brightfog == -1) glset.brightfog = gl_brightfog;
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@ -336,7 +312,6 @@ void InitGLRMapinfoData()
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glset.map_lightmode = opt->lightmode;
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glset.map_lightadditivesurfaces = opt->lightadditivesurfaces;
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glset.map_brightfog = opt->brightfog;
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glset.map_nocoloredspritelighting = opt->nocoloredspritelighting;
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glset.map_notexturefill = opt->notexturefill;
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glset.skyrotatevector = opt->skyrotatevector;
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glset.skyrotatevector2 = opt->skyrotatevector2;
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@ -346,7 +321,6 @@ void InitGLRMapinfoData()
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glset.map_lightmode = -1;
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glset.map_lightadditivesurfaces = -1;
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glset.map_brightfog = -1;
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glset.map_nocoloredspritelighting = -1;
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glset.map_notexturefill = -1;
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glset.skyrotatevector = FVector3(0, 0, 1);
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glset.skyrotatevector2 = FVector3(0, 0, 1);
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@ -9,13 +9,11 @@
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struct GLRenderSettings
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{
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int8_t lightmode;
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bool nocoloredspritelighting;
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bool notexturefill;
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bool brightfog;
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bool lightadditivesurfaces;
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int8_t map_lightmode;
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int8_t map_nocoloredspritelighting;
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int8_t map_notexturefill;
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int8_t map_brightfog;
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int8_t map_lightadditivesurfaces;
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@ -29,6 +29,7 @@
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#include "gl/system/gl_system.h"
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#include "a_sharedglobal.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/data/gl_data.h"
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@ -161,7 +162,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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FColormap p = Colormap;
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if (glset.nocoloredspritelighting)
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
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{
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p.Decolorize();
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}
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@ -346,7 +347,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.CopyFrom3DLight(&(*lightlist)[k]);
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mDrawer->SetColor(thisll, rel, thiscm, a);
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if (glset.nocoloredspritelighting) thiscm.Decolorize();
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
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mDrawer->SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
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gl_RenderState.SetSplitPlanes((*lightlist)[k].plane, lowplane);
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@ -401,7 +401,7 @@ void GLSprite::Draw(int pass)
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FColormap thiscm;
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thiscm.CopyFog(Colormap);
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thiscm.CopyFrom3DLight(&(*lightlist)[i]);
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if (glset.nocoloredspritelighting)
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
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{
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thiscm.Decolorize();
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}
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@ -527,7 +527,7 @@ void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
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copySprite.lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
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copySprite.Colormap.CopyLight(lightlist[i].extra_colormap);
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if (glset.nocoloredspritelighting)
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
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{
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copySprite.Colormap.Decolorize();
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}
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@ -940,7 +940,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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Colormap.LightColor.b = (3 * Colormap.LightColor.b + 0xff) / 4;
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}
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}
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else if (glset.nocoloredspritelighting)
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else if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
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{
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Colormap.Decolorize();
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}
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@ -1118,7 +1118,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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break;
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}
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}
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if (glset.nocoloredspritelighting)
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
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{
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Colormap.Decolorize(); // ZDoom never applies colored light to particles.
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}
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@ -251,7 +251,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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lightlevel = gl_ClampLight(fakesec->lightlevel);
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// calculate colormap for weapon sprites
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if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
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if (viewsector->e->XFloor.ffloors.Size() && !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING))
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{
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TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
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for(i=0;i<lightlist.Size();i++)
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else
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{
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cm=fakesec->Colormap;
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if (glset.nocoloredspritelighting) cm.ClearColor();
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) cm.ClearColor();
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}
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lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true);
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@ -215,7 +215,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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bool noaccel = false;
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FDynamicColormap *basecolormap = GetColorTable(viewpoint.sector->Colormap, viewpoint.sector->SpecialColors[sector_t::sprites]);
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FDynamicColormap *basecolormap = GetColorTable(viewpoint.sector->Colormap, viewpoint.sector->SpecialColors[sector_t::sprites], true);
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FDynamicColormap *colormap_to_use = basecolormap;
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int ColormapNum = 0;
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@ -162,7 +162,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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args.stenciltestvalue = stencilValue;
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args.stencilwritevalue = stencilValue;
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args.SetTexture(tex, thing->Translation);
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args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites]));
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args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true));
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args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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TriBlendMode blendmode;
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@ -123,7 +123,7 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
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args.stenciltestvalue = stencilValue;
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args.stencilwritevalue = stencilValue;
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args.SetTexture(tex);
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args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites]));
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args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true));
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args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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args.subsectorTest = true;
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args.writeSubsector = false;
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@ -64,10 +64,9 @@ struct FColormap
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void CopyFrom3DLight(lightlist_t *light);
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void Decolorize() // this for 'nocoloredspritelighting' and not the same as desaturation. The normal formula results in a value that's too dark.
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void Decolorize()
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{
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int v = (LightColor.r + LightColor.g + LightColor.b) / 3;
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LightColor.r = LightColor.g = LightColor.b = (255 + v + v) / 3;
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LightColor.Decolorize();
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}
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bool operator == (const FColormap &other)
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@ -1,6 +1,7 @@
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#pragma once
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#include "g_levellocals.h"
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struct FSWColormap
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{
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@ -46,9 +47,16 @@ void SetDefaultColormap (const char *name);
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#endif
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// MSVC needs the forceinline here.
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FORCEINLINE FDynamicColormap *GetColorTable(const FColormap &cm, PalEntry SpecialColor = 0xffffff)
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FORCEINLINE FDynamicColormap *GetColorTable(const FColormap &cm, PalEntry SpecialColor = 0xffffff, bool forsprites = false)
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{
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auto c = SpecialColor.Modulate(cm.LightColor);
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PalEntry c;
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if (!forsprites || !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)) c = SpecialColor.Modulate(cm.LightColor);
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else
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{
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c = cm.LightColor;
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c.Decolorize();
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c = SpecialColor.Modulate(c);
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}
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auto p = &NormalLight;
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if (c == p->Color &&
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cm.FadeColor == p->Fade &&
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@ -702,7 +702,7 @@ namespace swrenderer
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ceilingplane = backupcp;
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}
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basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites]);
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basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites], true);
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floorlightlevel = fll;
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ceilinglightlevel = cll;
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@ -886,7 +886,7 @@ namespace swrenderer
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{
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int lightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
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thingShade = LightVisibility::LightLevelToShade(lightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
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thingColormap = GetColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites]);
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thingColormap = GetColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites], true);
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}
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if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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@ -148,7 +148,7 @@ namespace swrenderer
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botplane = &heightsec->ceilingplane;
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toppic = sector->GetTexture(sector_t::ceiling);
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botpic = heightsec->GetTexture(sector_t::ceiling);
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map = GetColorTable(heightsec->Colormap, heightsec->SpecialColors[sector_t::sprites]);
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map = GetColorTable(heightsec->Colormap, heightsec->SpecialColors[sector_t::sprites], true);
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}
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else if (fakeside == WaterFakeSide::BelowFloor)
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{
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@ -156,7 +156,7 @@ namespace swrenderer
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botplane = §or->floorplane;
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toppic = heightsec->GetTexture(sector_t::floor);
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botpic = sector->GetTexture(sector_t::floor);
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map = GetColorTable(heightsec->Colormap, heightsec->SpecialColors[sector_t::sprites]);
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map = GetColorTable(heightsec->Colormap, heightsec->SpecialColors[sector_t::sprites], true);
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}
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else
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{
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@ -164,7 +164,7 @@ namespace swrenderer
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botplane = &heightsec->floorplane;
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toppic = heightsec->GetTexture(sector_t::ceiling);
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botpic = heightsec->GetTexture(sector_t::floor);
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map = GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites]);
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map = GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true);
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}
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}
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else
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@ -173,7 +173,7 @@ namespace swrenderer
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botplane = §or->floorplane;
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toppic = sector->GetTexture(sector_t::ceiling);
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botpic = sector->GetTexture(sector_t::floor);
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map = GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites]);
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map = GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true);
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}
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if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint(particle->Pos))
|
||||
|
|
|
@ -103,9 +103,9 @@ namespace swrenderer
|
|||
break;
|
||||
sec = rover->model;
|
||||
if (rover->flags & FF_FADEWALLS)
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites]);
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
|
||||
else
|
||||
basecolormap = GetColorTable(Thread->Viewport->viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites]);
|
||||
basecolormap = GetColorTable(Thread->Viewport->viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites], true);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -113,7 +113,7 @@ namespace swrenderer
|
|||
if (!sec)
|
||||
{
|
||||
sec = Thread->Viewport->viewpoint.sector;
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites]);
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
|
||||
}
|
||||
floorlight = ceilinglight = sec->lightlevel;
|
||||
}
|
||||
|
@ -123,7 +123,7 @@ namespace swrenderer
|
|||
sec = Thread->OpaquePass->FakeFlat(Thread->Viewport->viewpoint.sector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
|
||||
|
||||
// [RH] set basecolormap
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites]);
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
|
||||
}
|
||||
|
||||
// [RH] set foggy flag
|
||||
|
|
|
@ -113,11 +113,11 @@ namespace swrenderer
|
|||
sec = rover->model;
|
||||
if (rover->flags & FF_FADEWALLS)
|
||||
{
|
||||
mybasecolormap = GetColorTable(sec->Colormap, spr->sector->SpecialColors[sector_t::sprites]);
|
||||
mybasecolormap = GetColorTable(sec->Colormap, spr->sector->SpecialColors[sector_t::sprites], true);
|
||||
}
|
||||
else
|
||||
{
|
||||
mybasecolormap = GetColorTable(spr->sector->e->XFloor.lightlist[i].extra_colormap, spr->sector->SpecialColors[sector_t::sprites]);
|
||||
mybasecolormap = GetColorTable(spr->sector->e->XFloor.lightlist[i].extra_colormap, spr->sector->SpecialColors[sector_t::sprites], true);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
Loading…
Reference in a new issue