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- always use the containing sector's fog when rendering sprites.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value. Currently this only has an effect in true color rendering mode.
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7 changed files with 41 additions and 22 deletions
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@ -179,7 +179,7 @@ fixed_t qglobalhoriz;
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float fglobalposx, fglobalposy, fglobalposz;
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int16_t globalang, globalcursectnum;
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fixed_t qglobalang;
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int32_t globalpal, cosglobalang, singlobalang;
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int32_t globalpal, globalfloorpal, cosglobalang, singlobalang;
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int32_t cosviewingrangeglobalang, sinviewingrangeglobalang;
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int32_t xyaspect;
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@ -1768,7 +1768,7 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
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globalorientation = (int32_t)sec->floorstat;
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if ((globalorientation&1) != 0) continue;
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globalpal = sec->floorpal;
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globalfloorpal = globalpal = sec->floorpal;
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globalpicnum = sec->floorpicnum;
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if ((unsigned)globalpicnum >= (unsigned)MAXTILES) globalpicnum = 0;
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