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- fixed a crash in the software renderer that caused wallsprites to crash
(note: there is still a bug with grabbing the texture for these)
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1 changed files with 13 additions and 1 deletions
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@ -141,7 +141,19 @@ namespace swrenderer
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vis->wallc = wallc;
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vis->foggy = foggy;
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vis->Light.SetColormap(thread, tz, lightlevel, foggy, basecolormap, false, false, false, false, false);
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
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{
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basecolormap = GetSpecialLights(basecolormap->Color, 0, basecolormap->Desaturate);
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}
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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invertcolormap = !invertcolormap;
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis->Light.SetColormap(thread, tz, lightlevel, foggy, basecolormap, fullbright, invertcolormap, fadeToBlack, false, false);
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thread->SpriteList->Push(vis);
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}
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