Create P_GetOverheadPal() and restore the DOS definition of it.

DOS: the player sprite's pal (including pants color and frozenness), unaffected by sector floor pal
what the code had for some reason: the sector's floor pal, neglecting the nofloorpal bit, frozenness, and the player's pants color

I contend that it is okay for the automap sprite to ignore the sector's color for map legibility purposes.

git-svn-id: https://svn.eduke32.com/eduke32@6955 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2018-07-23 02:56:11 +00:00
parent 5cf6c2110c
commit 0a7f148a8b
3 changed files with 7 additions and 1 deletions

View File

@ -1688,6 +1688,11 @@ int P_GetKneePal(DukePlayer_t const * pPlayer, int const hudPal)
return hudPal == 0 ? pPlayer->palookup : hudPal;
}
int P_GetOverheadPal(DukePlayer_t const * pPlayer)
{
return sprite[pPlayer->i].pal;
}
static int P_DisplayFist(int const fistShade)
{
DukePlayer_t const *const pPlayer = g_player[screenpeek].ps;

View File

@ -368,6 +368,7 @@ int P_GetKneePal(const DukePlayer_t *pPlayer);
int P_GetKneePal(const DukePlayer_t *pPlayer, int const hudPal);
extern "C" {
#endif
int P_GetOverheadPal(const DukePlayer_t *pPlayer);
int Proj_GetDamage(projectile_t const *pProj);

View File

@ -611,7 +611,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
else if (j > (65536<<1)) j = (65536<<1);
rotatesprite_win((x1<<4)+(xdim<<15), (y1<<4)+(ydim<<15), j, daang, i, pSprite->shade,
(pPlayer->cursectnum > -1) ? sector[pPlayer->cursectnum].floorpal : 0, 0);
P_GetOverheadPal(pPlayer), 0);
}
}
}