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Fix taking over floor pal in the unlikely event that no fog pals are defined.
This DOES NOT fix the more complex issue discussed at the forums. git-svn-id: https://svn.eduke32.com/eduke32@4592 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 2 additions and 2 deletions
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@ -10285,7 +10285,7 @@ void ExtAnalyzeSprites(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothr
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// 1st rule
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// Compare with game.c:G_MaybeTakeOnFloorPal()
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if (fpal > 0 && g_firstFogPal > 0 && !(fpal >= g_firstFogPal && fpal <= g_firstFogPal+3))
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if (fpal > 0 && (!g_firstFogPal || !(fpal >= g_firstFogPal && fpal <= g_firstFogPal+3)))
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tspr->pal = fpal;
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// 2nd and 3rd rule minus "actor condition"
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@ -7036,7 +7036,7 @@ static int32_t G_MaybeTakeOnFloorPal(spritetype *datspr, int32_t sect)
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{
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int32_t dapal = sector[sect].floorpal;
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if (dapal && g_firstFogPal && !(dapal >= g_firstFogPal && dapal <= g_firstFogPal+3)
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if (dapal && (!g_firstFogPal || !(dapal >= g_firstFogPal && dapal <= g_firstFogPal+3))
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&& !g_noFloorPal[dapal]
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&& !A_CheckSpriteFlags(datspr->owner,SFLAG_NOPAL))
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{
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