mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
Don't accelerate BOOM colormaped player sprites
- Fixed: Player weapons ignored BOOM colormaps when accelerated.
This commit is contained in:
parent
32a55c9229
commit
93c7f4b4b5
1 changed files with 5 additions and 0 deletions
|
@ -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 &&
|
||||
|
|
Loading…
Reference in a new issue