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https://github.com/ZDoom/gzdoom.git
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made the sector's color_* properties work in the software renderer.
With no 3D floors this appears to be ok, but there are so many places where colormaps are being set in the software renderer that I cannot guarantee that I got all of them correct. This will need some testing.
This commit is contained in:
parent
921bc763fb
commit
76d3ae5ba2
14 changed files with 59 additions and 40 deletions
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@ -224,12 +224,11 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
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ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
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ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
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color_floor = <int>; // Material color of sector's floor (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later) Default is white (0xffffff)
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color_ceiling = <int>; // Material color of sector's ceiling (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later) Default is white (0xffffff)
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color_walltop = <int>; // Material color of top of sector's sidedefs (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later,
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in OpenGL 2.x this will define the entire wall's color) Default is white (0xffffff)
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color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
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color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
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color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff)
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color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
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color_sprites = <int>; // Material color of sprites in sector (OpenGL only.) Default is white (0xffffff)
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color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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@ -124,6 +124,24 @@ struct PalEntry
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{
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d = other.d & 0xffffff;
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}
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PalEntry Modulate(PalEntry other) const
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{
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if (isWhite())
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{
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return other;
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}
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else if (other.isWhite())
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{
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return *this;
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}
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else
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{
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other.r = (r * other.r) / 255;
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other.g = (g * other.g) / 255;
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other.b = (b * other.b) / 255;
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return other;
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}
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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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@ -345,7 +345,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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args.ccw = ccw;
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args.stenciltestvalue = stencilValue;
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args.stencilwritevalue = stencilValue + 1;
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args.SetColormap(GetColorTable(frontsector->Colormap));
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args.SetColormap(GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling]));
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args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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if (!isSky)
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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);
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FDynamicColormap *basecolormap = GetColorTable(viewpoint.sector->Colormap, viewpoint.sector->SpecialColors[sector_t::sprites]);
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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));
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args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites]));
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args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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TriBlendMode blendmode;
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@ -73,7 +73,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const Vec4f &clipP
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wall.LineSeg = line;
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wall.Line = line->linedef;
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wall.Side = line->sidedef;
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wall.Colormap = GetColorTable(frontsector->Colormap);
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wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
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wall.Masked = false;
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wall.SubsectorDepth = subsectorDepth;
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wall.StencilValue = stencilValue;
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@ -175,7 +175,7 @@ void RenderPolyWall::Render3DFloorLine(const TriMatrix &worldToClip, const Vec4f
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wall.LineSeg = line;
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wall.Line = fakeFloor->master;
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wall.Side = fakeFloor->master->sidedef[0];
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wall.Colormap = GetColorTable(frontsector->Colormap);
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wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
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wall.Masked = false;
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wall.SubsectorDepth = subsectorDepth;
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wall.StencilValue = stencilValue;
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@ -262,7 +262,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
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args.stencilwritevalue = StencilValue + 1;
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if (tex)
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args.SetTexture(tex);
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args.SetColormap(GetColorTable(Line->frontsector->Colormap));
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args.SetColormap(GetColorTable(Line->frontsector->Colormap, Line->frontsector->SpecialColors[sector_t::walltop]));
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args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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//if (Side && Side->lighthead)
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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));
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args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites]));
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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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@ -105,7 +105,7 @@ namespace swrenderer
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// killough 4/13/98: get correct lightlevel for 2s normal textures
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sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
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FDynamicColormap *basecolormap = GetColorTable(sec->Colormap); // [RH] Set basecolormap
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FDynamicColormap *basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::walltop]); // [RH] Set basecolormap
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int wallshade = ds->shade;
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rw_lightstep = ds->lightstep;
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@ -125,7 +125,7 @@ namespace swrenderer
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if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = GetColorTable(lit->extra_colormap);
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, viewport), foggy);
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break;
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@ -703,7 +703,7 @@ namespace swrenderer
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if (clip3d->sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
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{
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = GetColorTable(lit->extra_colormap);
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
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break;
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@ -717,7 +717,7 @@ namespace swrenderer
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if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = GetColorTable(lit->extra_colormap);
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
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break;
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@ -725,7 +725,7 @@ namespace swrenderer
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}
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}
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}
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if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap);
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if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
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if (rw_pic != DONT_DRAW)
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{
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@ -882,7 +882,7 @@ namespace swrenderer
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if (clip3d->sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
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{
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = GetColorTable(lit->extra_colormap);
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
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break;
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@ -896,7 +896,7 @@ namespace swrenderer
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if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = GetColorTable(lit->extra_colormap);
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
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break;
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@ -904,7 +904,7 @@ namespace swrenderer
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}
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}
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}
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if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap);
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if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
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if (rw_pic != DONT_DRAW)
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{
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@ -394,7 +394,7 @@ namespace swrenderer
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}
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = GetColorTable(lit->extra_colormap);
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
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}
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@ -46,15 +46,16 @@ 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)
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FORCEINLINE FDynamicColormap *GetColorTable(const FColormap &cm, PalEntry SpecialColor = 0xffffff)
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{
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auto c = SpecialColor.Modulate(cm.LightColor);
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auto p = &NormalLight;
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if (cm.LightColor == p->Color &&
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if (c == p->Color &&
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cm.FadeColor == p->Fade &&
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cm.Desaturation == p->Desaturate)
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{
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return p;
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}
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return GetSpecialLights(cm.LightColor, cm.FadeColor, cm.Desaturation);
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return GetSpecialLights(c, cm.FadeColor, cm.Desaturation);
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}
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@ -485,7 +485,7 @@ namespace swrenderer
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if (cameraLight->FixedLightLevel() < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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{
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light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
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basecolormap = GetColorTable(light->extra_colormap);
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basecolormap = GetColorTable(light->extra_colormap, frontsector->SpecialColors[sector_t::ceiling]);
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// If this is the real ceiling, don't discard plane lighting R_FakeFlat()
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// accounted for.
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if (light->p_lightlevel != &frontsector->lightlevel)
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@ -495,7 +495,7 @@ namespace swrenderer
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0) ? &FullNormalLight : GetColorTable(frontsector->Colormap);
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basecolormap = (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0) ? &FullNormalLight : GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::ceiling]);
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}
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portal = frontsector->ValidatePortal(sector_t::ceiling);
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if (cameraLight->FixedLightLevel() < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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{
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light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
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basecolormap = GetColorTable(light->extra_colormap);
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basecolormap = GetColorTable(light->extra_colormap, frontsector->SpecialColors[sector_t::floor]);
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// If this is the real floor, don't discard plane lighting R_FakeFlat()
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// accounted for.
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if (light->p_lightlevel != &frontsector->lightlevel)
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@ -533,7 +533,7 @@ namespace swrenderer
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0) ? &FullNormalLight : GetColorTable(frontsector->Colormap);
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basecolormap = (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0) ? &FullNormalLight : GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::floor]);
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}
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// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
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ceilingplane = backupcp;
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}
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basecolormap = GetColorTable(frontsector->Colormap);
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basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites]);
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floorlightlevel = fll;
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ceilinglightlevel = cll;
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@ -726,6 +726,7 @@ namespace swrenderer
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count = sub->numlines;
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line = sub->firstline;
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basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
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while (count--)
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{
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if (!outersubsector || line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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@ -885,7 +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);
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thingColormap = GetColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites]);
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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);
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map = GetColorTable(heightsec->Colormap, heightsec->SpecialColors[sector_t::sprites]);
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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);
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map = GetColorTable(heightsec->Colormap, heightsec->SpecialColors[sector_t::sprites]);
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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);
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map = GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites]);
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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);
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map = GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites]);
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}
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if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint(particle->Pos))
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@ -103,9 +103,9 @@ namespace swrenderer
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break;
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sec = rover->model;
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if (rover->flags & FF_FADEWALLS)
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basecolormap = GetColorTable(sec->Colormap);
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basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites]);
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else
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basecolormap = GetColorTable(Thread->Viewport->viewpoint.sector->e->XFloor.lightlist[i].extra_colormap);
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basecolormap = GetColorTable(Thread->Viewport->viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites]);
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}
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break;
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}
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@ -113,7 +113,7 @@ namespace swrenderer
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if (!sec)
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{
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sec = Thread->Viewport->viewpoint.sector;
|
||||
basecolormap = GetColorTable(sec->Colormap);
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites]);
|
||||
}
|
||||
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);
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites]);
|
||||
}
|
||||
|
||||
// [RH] set foggy flag
|
||||
|
|
|
@ -113,11 +113,11 @@ namespace swrenderer
|
|||
sec = rover->model;
|
||||
if (rover->flags & FF_FADEWALLS)
|
||||
{
|
||||
mybasecolormap = GetColorTable(sec->Colormap);
|
||||
mybasecolormap = GetColorTable(sec->Colormap, spr->sector->SpecialColors[sector_t::sprites]);
|
||||
}
|
||||
else
|
||||
{
|
||||
mybasecolormap = GetColorTable(spr->sector->e->XFloor.lightlist[i].extra_colormap);
|
||||
mybasecolormap = GetColorTable(spr->sector->e->XFloor.lightlist[i].extra_colormap, spr->sector->SpecialColors[sector_t::sprites]);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
Loading…
Reference in a new issue