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- Exhumed: avoid shade hacks with palette emulation on.
This code only makes sense with true color rendering.
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@ -110,7 +110,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& view, double
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pTSprite->pos.Z -= nTileY;
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}
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if (pTSprite->pal == 4 && pTSprite->shade >= numshades) pTSprite->shade = numshades - 1;
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if (pTSprite->pal == 4 && pTSprite->shade >= numshades && !hw_int_useindexedcolortextures) pTSprite->shade = numshades - 1;
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if (pActor->spr.statnum > 0)
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{
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