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Create P_GetOverheadPal() and restore the DOS definition of it.
DOS: the player sprite's pal (including pants color and frozenness), unaffected by sector floor pal what the code had for some reason: the sector's floor pal, neglecting the nofloorpal bit, frozenness, and the player's pants color I contend that it is okay for the automap sprite to ignore the sector's color for map legibility purposes. git-svn-id: https://svn.eduke32.com/eduke32@6955 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 7 additions and 1 deletions
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@ -1688,6 +1688,11 @@ int P_GetKneePal(DukePlayer_t const * pPlayer, int const hudPal)
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return hudPal == 0 ? pPlayer->palookup : hudPal;
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}
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int P_GetOverheadPal(DukePlayer_t const * pPlayer)
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{
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return sprite[pPlayer->i].pal;
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}
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static int P_DisplayFist(int const fistShade)
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{
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DukePlayer_t const *const pPlayer = g_player[screenpeek].ps;
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@ -368,6 +368,7 @@ int P_GetKneePal(const DukePlayer_t *pPlayer);
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int P_GetKneePal(const DukePlayer_t *pPlayer, int const hudPal);
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extern "C" {
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#endif
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int P_GetOverheadPal(const DukePlayer_t *pPlayer);
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int Proj_GetDamage(projectile_t const *pProj);
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@ -611,7 +611,7 @@ static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16
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else if (j > (65536<<1)) j = (65536<<1);
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rotatesprite_win((x1<<4)+(xdim<<15), (y1<<4)+(ydim<<15), j, daang, i, pSprite->shade,
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(pPlayer->cursectnum > -1) ? sector[pPlayer->cursectnum].floorpal : 0, 0);
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P_GetOverheadPal(pPlayer), 0);
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}
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}
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}
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