Added FDynamicColormap support to true color mode
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16 changed files with 948 additions and 468 deletions
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@ -119,7 +119,7 @@ double FocalLengthX;
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double FocalLengthY;
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FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
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int fixedlightlev;
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lighttable_t *fixedcolormap;
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FColormap *fixedcolormap;
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FSpecialColormap *realfixedcolormap;
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double WallTMapScale2;
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@ -464,11 +464,11 @@ void R_SetupColormap(player_t *player)
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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// palette.
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fixedcolormap = realcolormaps;
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fixedcolormap = &realcolormaps;
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}
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else
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{
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fixedcolormap = SpecialColormaps[player->fixedcolormap].Colormap;
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fixedcolormap = &SpecialColormaps[player->fixedcolormap];
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}
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}
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else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
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@ -479,7 +479,7 @@ void R_SetupColormap(player_t *player)
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// [RH] Inverse light for shooting the Sigil
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if (fixedcolormap == NULL && extralight == INT_MIN)
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{
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fixedcolormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
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fixedcolormap = &SpecialColormaps[INVERSECOLORMAP];
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extralight = 0;
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}
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}
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