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Don't wait for pain tinting to subside when changing a base palette.
This means that when e.g. emerging from water hurt will change the palette instantly, but because bit 16 is added to the P_SetGamePalette call, the tinting is retained. git-svn-id: https://svn.eduke32.com/eduke32@2303 1a8010ca-5511-0410-912e-c29ae57300e0
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021126045f
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1 changed files with 5 additions and 3 deletions
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@ -2650,14 +2650,15 @@ void G_DisplayRest(int32_t smoothratio)
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g_restorePalette = 1; // JBF 20040101
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applyTint = 1;
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}
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// reset a normal palette
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else if (g_restorePalette)
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if (g_restorePalette)
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{
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static uint32_t omovethingscnt;
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if (g_restorePalette < 2 || omovethingscnt+1 == g_moveThingsCount)
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{
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P_SetGamePalette(pp,pp->palette,2);
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P_SetGamePalette(pp,pp->palette,2+16);
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g_restorePalette = 0;
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}
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else
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@ -2667,12 +2668,13 @@ void G_DisplayRest(int32_t smoothratio)
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}
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}
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// loogies courtesy of being snotted on
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else if (pp->loogcnt > 0)
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else if (pp->pals.f==0 && pp->loogcnt > 0)
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{
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palette_t lp = { 0, 64, 0, pp->loogcnt>>1 };
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Bmemcpy(&tempFade, &lp, sizeof(palette_t));
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applyTint = 1;
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}
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if (tempFade.f > tempTint.f)
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Bmemcpy(&tempTint, &tempFade, sizeof(palette_t));
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