From 93c7f4b4b5cfa8baf1a8699b5201b41e045861f7 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 26 Mar 2015 21:46:14 -0500 Subject: [PATCH] Don't accelerate BOOM colormaped player sprites - Fixed: Player weapons ignored BOOM colormaps when accelerated. --- src/r_things.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/r_things.cpp b/src/r_things.cpp index 515364970..8e53fb6d1 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -1359,6 +1359,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_ { noaccel = true; } + // If drawing with a BOOM colormap, disable acceleration. + if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps) + { + noaccel = true; + } // If the main colormap has fixed lights, and this sprite is being drawn with that // colormap, disable acceleration so that the lights can remain fixed. if (!noaccel && realfixedcolormap == NULL &&