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Fix a couple of things with the dreaded crosshair coloration functions. ;)
git-svn-id: https://svn.eduke32.com/eduke32@6995 1a8010ca-5511-0410-912e-c29ae57300e0
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5a5712575a
commit
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1 changed files with 23 additions and 23 deletions
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@ -96,23 +96,24 @@ void P_SetGamePalette(DukePlayer_t *player, uint32_t palid, int32_t set)
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void G_GetCrosshairColor(void)
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void G_GetCrosshairColor(void)
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{
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{
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// use the brightest color in the original 8-bit tile
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if (IONMAIDEN)
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int32_t bri = 0, j = 0, i;
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return;
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int32_t ii;
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char const *ptr = (char const *) waloff[CROSSHAIR];
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if (DefaultCrosshairColors.f)
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if (DefaultCrosshairColors.f)
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return;
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return;
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if (waloff[CROSSHAIR] == 0)
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tileLoad(CROSSHAIR);
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{
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tileLoad(CROSSHAIR);
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ptr = (char const *) waloff[CROSSHAIR];
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}
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ii = tilesiz[CROSSHAIR].x * tilesiz[CROSSHAIR].y;
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if (!waloff[CROSSHAIR])
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return;
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if (ii <= 0) return;
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char const *ptr = (char const *) waloff[CROSSHAIR];
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// find the brightest color in the original 8-bit tile
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int32_t ii = tilesiz[CROSSHAIR].x * tilesiz[CROSSHAIR].y;
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int32_t bri = 0, j = 0, i;
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Bassert(ii > 0);
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do
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do
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{
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{
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@ -134,9 +135,13 @@ void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b)
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if (IONMAIDEN)
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if (IONMAIDEN)
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return;
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return;
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int32_t i, ii;
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if (g_crosshairSum == r+(g<<8)+(b<<16))
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return;
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if (g_crosshairSum == r+(g<<8)+(b<<16)) return;
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tileLoad(CROSSHAIR);
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if (!waloff[CROSSHAIR])
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return;
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if (!DefaultCrosshairColors.f)
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if (!DefaultCrosshairColors.f)
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G_GetCrosshairColor();
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G_GetCrosshairColor();
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@ -148,18 +153,13 @@ void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b)
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char *ptr = (char *) waloff[CROSSHAIR];
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char *ptr = (char *) waloff[CROSSHAIR];
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if (waloff[CROSSHAIR] == 0)
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int32_t ii = tilesiz[CROSSHAIR].x * tilesiz[CROSSHAIR].y;
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{
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tileLoad(CROSSHAIR);
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ptr = (char *) waloff[CROSSHAIR];
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}
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ii = tilesiz[CROSSHAIR].x * tilesiz[CROSSHAIR].y;
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Bassert(ii > 0);
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if (ii <= 0) return;
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if (videoGetRenderMode() == REND_CLASSIC)
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int32_t i = (videoGetRenderMode() == REND_CLASSIC)
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i = paletteGetClosestColor(CrosshairColors.r, CrosshairColors.g, CrosshairColors.b);
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? paletteGetClosestColor(CrosshairColors.r, CrosshairColors.g, CrosshairColors.b)
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else i = paletteGetClosestColor(255, 255, 255); // use white in GL so we can tint it to the right color
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: paletteGetClosestColor(255, 255, 255); // use white in GL so we can tint it to the right color
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do
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do
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{
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{
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