- refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals.
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57 changed files with 438 additions and 456 deletions
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@ -895,7 +895,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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Colormap=rendersector->ColorMap;
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if (fullbright)
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{
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if (rendersector == §ors[rendersector->sectornum] || in_area != area_below)
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if (rendersector == &level.sectors[rendersector->sectornum] || in_area != area_below)
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// under water areas keep their color for fullbright objects
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{
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// Only make the light white but keep everything else (fog, desaturation and Boom colormap.)
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