- Blood: fixed application of palette from the QAV data for HUD weapons.

This commit is contained in:
Christoph Oelckers 2020-09-25 23:55:20 +02:00
parent 1e63341c4d
commit 64607834f3

View file

@ -51,6 +51,7 @@ void DrawFrame(double x, double y, TILE_FRAME *pTile, int stat, int shade, int p
stat |= pTile->stat; stat |= pTile->stat;
x += pTile->x; x += pTile->x;
y += pTile->y; y += pTile->y;
if (palnum <= 0) palnum = pTile->palnum;
if (!to3dview) if (!to3dview)
{ {
@ -60,7 +61,6 @@ void DrawFrame(double x, double y, TILE_FRAME *pTile, int stat, int shade, int p
int renderstyle = (stat & RS_NOMASK)? STYLE_Normal : STYLE_Translucent; int renderstyle = (stat & RS_NOMASK)? STYLE_Normal : STYLE_Translucent;
double alpha = (stat & RS_TRANS1)? glblend[0].def[!!(stat & RS_TRANS2)].alpha : 1.; double alpha = (stat & RS_TRANS1)? glblend[0].def[!!(stat & RS_TRANS2)].alpha : 1.;
int pin = (stat & kQavOrientationLeft)? -1 : (stat & RS_ALIGN_R)? 1:0; int pin = (stat & kQavOrientationLeft)? -1 : (stat & RS_ALIGN_R)? 1:0;
if (palnum <= 0) palnum = pTile->palnum;
auto translation = TRANSLATION(Translation_Remap, palnum); auto translation = TRANSLATION(Translation_Remap, palnum);
bool topleft = !!(stat & RS_TOPLEFT); bool topleft = !!(stat & RS_TOPLEFT);