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- fixed: Particle drawing needs to apply the current fixed colormap to the particle's color.
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@ -918,7 +918,8 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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RenderStyle = STYLE_Translucent;
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OverrideShader = 0;
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ThingColor = particle->color; //GPalette.BaseColors[particle->color];
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ThingColor = particle->color;
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gl_ModifyColor(ThingColor.r, ThingColor.g, ThingColor.b, Colormap.colormap);
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ThingColor.a=0;
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modelframe=NULL;
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