diff --git a/src/v_palette.cpp b/src/v_palette.cpp index 11e3f6945..436fe84dc 100644 --- a/src/v_palette.cpp +++ b/src/v_palette.cpp @@ -377,32 +377,16 @@ void InitPalette () bool usingBuild = false; int lump; - if ((lump = Wads.CheckNumForFullName ("palette.dat")) >= 0 && Wads.LumpLength (lump) >= 768) - { - usingBuild = FixBuildPalette (pal, lump, false); - } - else if ((lump = Wads.CheckNumForFullName ("blood.pal")) >= 0 && Wads.LumpLength (lump) >= 768) - { - usingBuild = FixBuildPalette (pal, lump, true); - } - - if (!usingBuild) - { - ReadPalette(Wads.CheckNumForName("PLAYPAL"), pal); - } + ReadPalette(Wads.CheckNumForName("PLAYPAL"), pal); GPalette.SetPalette (pal); GPalette.MakeGoodRemap (); ColorMatcher.SetPalette ((uint32_t *)GPalette.BaseColors); - // The BUILD engine already has a transparent color, so it doesn't need any remapping. - if (!usingBuild) - { - if (GPalette.Remap[0] == 0) - { // No duplicates, so settle for something close to color 0 - GPalette.Remap[0] = BestColor ((uint32_t *)GPalette.BaseColors, - GPalette.BaseColors[0].r, GPalette.BaseColors[0].g, GPalette.BaseColors[0].b, 1, 255); - } + if (GPalette.Remap[0] == 0) + { // No duplicates, so settle for something close to color 0 + GPalette.Remap[0] = BestColor ((uint32_t *)GPalette.BaseColors, + GPalette.BaseColors[0].r, GPalette.BaseColors[0].g, GPalette.BaseColors[0].b, 1, 255); } // Colormaps have to be initialized before actors are loaded,