- Fully Implemented GZDoom fullbright emulation
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6 changed files with 32 additions and 13 deletions
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@ -105,6 +105,7 @@ TArray<PortalDrawseg> WallPortals(1000); // note: this array needs to go away as
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subsector_t *InSubsector;
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CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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void R_StoreWallRange (int start, int stop);
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@ -1108,7 +1109,7 @@ void R_Subsector (subsector_t *sub)
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}
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else
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{
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basecolormap = frontsector->ColorMap;
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basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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portal = frontsector->ValidatePortal(sector_t::ceiling);
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@ -1142,7 +1143,7 @@ void R_Subsector (subsector_t *sub)
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}
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else
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{
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basecolormap = frontsector->ColorMap;
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basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
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