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- fixed: Blood translations did not properly treat color 0 as transparent.
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cc9fa8a6f5
commit
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3 changed files with 4 additions and 5 deletions
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@ -79,7 +79,6 @@ EXTERN_CVAR (Float, transsouls)
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extern TArray<spritedef_t> sprites;
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extern TArray<spriteframe_t> SpriteFrames;
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extern TArray<PalEntry> BloodTranslationColors;
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enum HWRenderStyle
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{
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@ -726,7 +726,7 @@ int FRemapTable::StoreTranslation(int slot)
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//
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//----------------------------------------------------------------------------
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TArray<PalEntry> BloodTranslationColors;
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static TArray<PalEntry> BloodTranslationColors;
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int CreateBloodTranslation(PalEntry color)
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{
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@ -754,7 +754,9 @@ int CreateBloodTranslation(PalEntry color)
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I_Error("Too many blood colors");
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}
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FRemapTable *trans = new FRemapTable;
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for (i = 0; i < 256; i++)
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trans->Palette[0] = 0;
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trans->Remap[0] = 0;
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for (i = 1; i < 256; i++)
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{
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int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
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PalEntry pe = PalEntry(255, color.r*bright/255, color.g*bright/255, color.b*bright/255);
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@ -108,8 +108,6 @@ void R_GetPlayerTranslation (int color, const struct FPlayerColorSet *colorset,
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extern const uint8_t IcePalette[16][3];
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extern TArray<PalEntry> BloodTranslationColors;
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int CreateBloodTranslation(PalEntry color);
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int R_FindCustomTranslation(FName name);
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