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- hooked up the high color texture colorization code.
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
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17eddda36c
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55dab6d3d3
15 changed files with 131 additions and 128 deletions
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@ -159,9 +159,9 @@ void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b)
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#ifdef USE_OPENGL
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// XXX: this makes us also load all hightile textures tinted with the crosshair color!
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polytint_t & crosshairtint = hictinting[CROSSHAIR_PAL];
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crosshairtint.r = CrosshairColors.r;
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crosshairtint.g = CrosshairColors.g;
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crosshairtint.b = CrosshairColors.b;
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crosshairtint.tint.r = CrosshairColors.r;
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crosshairtint.tint.g = CrosshairColors.g;
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crosshairtint.tint.b = CrosshairColors.b;
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crosshairtint.f = HICTINT_USEONART | HICTINT_GRAYSCALE;
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#endif
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tileInvalidate(CROSSHAIR, -1, -1);
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@ -759,23 +759,23 @@ void G_DisplayRest(int32_t smoothratio)
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if (pp->palette == WATERPAL)
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{
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fstint.r = 224;
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fstint.g = 192;
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fstint.b = 255;
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fstint.tint.r = 224;
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fstint.tint.g = 192;
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fstint.tint.b = 255;
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fstint.f = 0;
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}
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else if (pp->palette == SLIMEPAL)
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{
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fstint.r = 208;
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fstint.g = 255;
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fstint.b = 192;
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fstint.tint.r = 208;
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fstint.tint.g = 255;
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fstint.tint.b = 192;
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fstint.f = 0;
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}
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else
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{
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fstint.r = 255;
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fstint.g = 255;
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fstint.b = 255;
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fstint.tint.r = 255;
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fstint.tint.g = 255;
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fstint.tint.b = 255;
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fstint.f = 0;
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}
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}
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