diff --git a/src/r_things.cpp b/src/r_things.cpp index 86186721c..bb8be4c6b 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -100,6 +100,7 @@ EXTERN_CVAR (Bool, st_scale) EXTERN_CVAR(Bool, r_shadercolormaps) EXTERN_CVAR(Int, r_drawfuzz) EXTERN_CVAR(Bool, r_deathcamera); +CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); // // Sprite rotation 0 is facing the viewer, @@ -569,7 +570,7 @@ void R_DrawWallSprite(vissprite_t *spr) else if (fixedcolormap != NULL) R_SetColorMapLight(fixedcolormap, 0, 0); else if (!foggy && (spr->renderflags & RF_FULLBRIGHT)) - R_SetColorMapLight(usecolormap, 0, 0); + R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &NormalLight : usecolormap, 0, 0); else calclighting = true; @@ -1088,7 +1089,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor vis->deltax = float(pos.X - ViewPos.X); vis->deltay = float(pos.Y - ViewPos.Y); vis->renderflags = renderflags; - if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D + if(thing->flags5 & MF5_BRIGHT) + vis->renderflags |= RF_FULLBRIGHT; // kg3D vis->Style.RenderStyle = thing->RenderStyle; vis->FillColor = thing->fillcolor; vis->Translation = thing->Translation; // [RH] thing translation table @@ -1164,7 +1166,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor } else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT))) { // full bright - vis->Style.BaseColormap = mybasecolormap; + vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &NormalLight : mybasecolormap; vis->Style.ColormapNum = 0; } else