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engine.c: after creating gray fog palookup, make its greatest shade map to same color.
Concretely, for all 1 <= i <= 255, make graypalookup[31][i] := graypalookup[31][0]. Also document 'fogpal' in the Lunatic doc. git-svn-id: https://svn.eduke32.com/eduke32@4456 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 13 additions and 1 deletions
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@ -8254,11 +8254,16 @@ int32_t loadlookups(int32_t fp, uint8_t **basepaltabptr)
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for (j=1; j<=255-3; j++)
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if (!palookup[j] && !palookup[j+1] && !palookup[j+2] && !palookup[j+3])
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{
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int32_t i;
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makepalookup(j, NULL, 15, 15, 15, 1);
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makepalookup(j+1, NULL, 15, 0, 0, 1);
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makepalookup(j+2, NULL, 0, 15, 0, 1);
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makepalookup(j+3, NULL, 0, 0, 15, 1);
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for (i=1; i<255; i++)
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palookup[j][((numshades-1)<<8) + i] = palookup[j][((numshades-1)<<8)];
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firstfogpal = j;
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break;
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}
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@ -608,6 +608,12 @@ correspond to a steeper ``darkening'' (or fogging) attenuation with
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distance. Linear visibility 0 -- corresponding to `sector[].visibility` of 240
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-- means no attenuation with distance.
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_`u8`_ `fogpal`::
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In the OpenGL modes that don't use per-pixel shade table lookups, setting
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`fogpal` to a non-zero value overrides the fog color of the sector to that of
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the corresponding pal number. These are either expected to have been defined
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using DEF tokens `fogpal` or `makepalookup`, or created by EDuke32 at startup.
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_`i16`_ `lotag`, `hitag`, `extra`::
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General-purpose ``tags'' provided for game programming. They may be used by
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various EDuke32 sector effects, so it is not recommended to use them in
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@ -57,7 +57,8 @@ onevent EVENT_ENTERLEVEL
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addvar j 1
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userquote 500
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break // while is inner: "continue"
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} // 3x "==="
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userquote 400
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} // 3x "===", no quote 400
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setvar j 0
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whilevarn j 1
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