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- fixed: The implementation for Doom64 colors did not handle particles.
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1 changed files with 9 additions and 5 deletions
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@ -326,12 +326,16 @@ void GLSprite::Draw(int pass)
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{
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gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
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}
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PalEntry finalcol(ThingColor.a,
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ThingColor.r * actor->Sector->SpecialColors[sector_t::sprites].r / 255,
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ThingColor.g * actor->Sector->SpecialColors[sector_t::sprites].g / 255,
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ThingColor.b * actor->Sector->SpecialColors[sector_t::sprites].b / 255);
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sector_t *cursec = actor ? actor->Sector : particle ? particle->subsector->sector : nullptr;
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if (cursec != nullptr)
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{
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PalEntry finalcol(ThingColor.a,
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ThingColor.r * cursec->SpecialColors[sector_t::sprites].r / 255,
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ThingColor.g * cursec->SpecialColors[sector_t::sprites].g / 255,
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ThingColor.b * cursec->SpecialColors[sector_t::sprites].b / 255);
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gl_RenderState.SetObjectColor(finalcol);
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gl_RenderState.SetObjectColor(finalcol);
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}
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gl_SetColor(lightlevel, rel, Colormap, trans);
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}
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