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- Blood: fixed application of palette from the QAV data for HUD weapons.
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1e63341c4d
commit
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1 changed files with 1 additions and 1 deletions
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@ -51,6 +51,7 @@ void DrawFrame(double x, double y, TILE_FRAME *pTile, int stat, int shade, int p
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stat |= pTile->stat;
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stat |= pTile->stat;
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x += pTile->x;
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x += pTile->x;
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y += pTile->y;
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y += pTile->y;
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if (palnum <= 0) palnum = pTile->palnum;
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if (!to3dview)
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if (!to3dview)
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{
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{
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@ -60,7 +61,6 @@ void DrawFrame(double x, double y, TILE_FRAME *pTile, int stat, int shade, int p
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int renderstyle = (stat & RS_NOMASK)? STYLE_Normal : STYLE_Translucent;
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int renderstyle = (stat & RS_NOMASK)? STYLE_Normal : STYLE_Translucent;
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double alpha = (stat & RS_TRANS1)? glblend[0].def[!!(stat & RS_TRANS2)].alpha : 1.;
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double alpha = (stat & RS_TRANS1)? glblend[0].def[!!(stat & RS_TRANS2)].alpha : 1.;
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int pin = (stat & kQavOrientationLeft)? -1 : (stat & RS_ALIGN_R)? 1:0;
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int pin = (stat & kQavOrientationLeft)? -1 : (stat & RS_ALIGN_R)? 1:0;
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if (palnum <= 0) palnum = pTile->palnum;
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auto translation = TRANSLATION(Translation_Remap, palnum);
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auto translation = TRANSLATION(Translation_Remap, palnum);
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bool topleft = !!(stat & RS_TOPLEFT);
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bool topleft = !!(stat & RS_TOPLEFT);
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