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I guess I'll use palette 21 for the red team instead of palette 10, though palette 10 does look better with the original sprites.
git-svn-id: https://svn.eduke32.com/eduke32@272 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
20b89b70b3
commit
511a6517cb
4 changed files with 6 additions and 6 deletions
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@ -781,7 +781,7 @@ if( !(ps[myconnectindex].gm&MODE_GAME) ) { OSD_DispatchQueued(); }
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switch(ps[other].team)
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{
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case 0: j = 3; break;
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case 1: j = 10; break;
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case 1: j = 21; break;
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}
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ps[other].palookup = ud.pcolor[other] = j;
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}
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@ -8775,7 +8775,7 @@ void syncnames(void)
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switch(ps[myconnectindex].team)
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{
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case 0: i = 3; break;
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case 1: i = 10; break;
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case 1: i = 21; break;
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}
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ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = i;
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}
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@ -9269,7 +9269,7 @@ MAIN_LOOP_RESTART:
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switch(ps[myconnectindex].team)
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{
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case 0: k = 3; break;
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case 1: k = 10; break;
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case 1: k = 21; break;
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}
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ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = k;
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} else ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = ud.color;
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@ -6653,7 +6653,7 @@ good:
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}
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default:
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Bsprintf(tempbuf,"fatal error: Default processing in parse(): %ld, %ld\ncurrent actor: %ld %ld",*insptr,*(insptr-1),g_i,g_sp->picnum);
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Bsprintf(tempbuf,"fatal error: Default processing in parse(): %ld, %ld\ncurrent actor: %d %d",*insptr,*(insptr-1),g_i,g_sp->picnum);
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AddLog(tempbuf);
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gameexit("An error has occurred in the EDuke32 CON parser.\n\nPlease mail all of your CON files along with the file eduke32.log\nto terminx@gmail.com.\n\nThank you.");
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break;
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@ -661,7 +661,7 @@ void menus(void)
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{
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switch(ud.team) {
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case 0: x = 3; break;
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case 1: x = 10; break;
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case 1: x = 21; break;
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}
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} else x = ud.color;
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rotatesprite((280)<<16,(37+(tilesizy[APLAYER]>>1))<<16,49152L,0,1441-((((4-(totalclock>>4)))&3)*5),0,x,10,0,0,xdim-1,ydim-1);
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@ -1252,7 +1252,7 @@ void resetpspritevars(char g)
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switch(ud.pteam[j])
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{
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case 0: k = 3; break;
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case 1: k = 10; break;
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case 1: k = 21; break;
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}
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ps[j].team = ud.pteam[j];
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}
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