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6990a46daf
This revealed an interesting bug: When the berserk fadout formula was changed in 2005 the result was essentially broken, resulting in values around 7000 - it only worked by happenstance because the lower 8 bits of the resulting values just happened to work to some degree and never overflowed. But the resulting fade was far too weak and a slightly different handling of the color composition code for the VM made it break down entirely. This restores the pre-2005 formula but weakened intensity which now comes a lot closer to how it is supposed to look. |
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ammo.txt | ||
armor.txt | ||
health.txt | ||
inv_misc.txt | ||
inventory.txt | ||
powerups.txt | ||
weapons.txt |