mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- prevent SetShaded action function from messing up the RGB-to-PAL conversion with a possible overflow
- add RGB-to-PAL support for UDMF fillcolor property
This commit is contained in:
parent
91680a1e8d
commit
757957bfac
1 changed files with 3 additions and 2 deletions
|
@ -3877,7 +3877,7 @@ bool AActor::IsOkayToAttack (AActor *link)
|
|||
void AActor::SetShade (uint32_t rgb)
|
||||
{
|
||||
PalEntry *entry = (PalEntry *)&rgb;
|
||||
fillcolor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
|
||||
fillcolor = (rgb & 0xffffff) | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
|
||||
}
|
||||
|
||||
void AActor::SetShade (int r, int g, int b)
|
||||
|
@ -6062,7 +6062,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
if (mthing->score)
|
||||
mobj->Score = mthing->score;
|
||||
if (mthing->fillcolor)
|
||||
mobj->fillcolor = mthing->fillcolor;
|
||||
mobj->fillcolor = (mthing->fillcolor & 0xffffff) | (ColorMatcher.Pick((mthing->fillcolor & 0xff0000) >> 16,
|
||||
(mthing->fillcolor & 0xff00) >> 8, (mthing->fillcolor & 0xff)) << 24);
|
||||
|
||||
mobj->CallBeginPlay ();
|
||||
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
|
||||
|
|
Loading…
Reference in a new issue