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Mapster32: when changing screen palettes, pass flag 2 to setbrightness().
This will prevent it from calling gltexinvalidateall() when e.g. submerging and resurfacing, mimicking the behavior of the game, where only gltexinvalidate8() is called in such situations. git-svn-id: https://svn.eduke32.com/eduke32@2013 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 4 deletions
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@ -11770,28 +11770,28 @@ void SetBOSS1Palette(void)
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{
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if (acurpalette==3) return;
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acurpalette=3;
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setbrightness(GAMMA_CALC,5,0);
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setbrightness(GAMMA_CALC,5,2);
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}
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void SetSLIMEPalette(void)
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{
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if (acurpalette==2) return;
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acurpalette=2;
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setbrightness(GAMMA_CALC,2,0);
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setbrightness(GAMMA_CALC,2,2);
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}
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void SetWATERPalette(void)
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{
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if (acurpalette==1) return;
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acurpalette=1;
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setbrightness(GAMMA_CALC,1,0);
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setbrightness(GAMMA_CALC,1,2);
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}
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void SetGAMEPalette(void)
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{
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if (acurpalette==0) return;
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acurpalette=0;
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setbrightness(GAMMA_CALC,6,0);
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setbrightness(GAMMA_CALC,6,2);
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}
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static void SearchSectors(int32_t dir) // <0: backwards, >=0: forwards
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