- scriptified APowerInvisibility.
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
This commit is contained in:
parent
a5edd421bd
commit
d3ab691afb
12 changed files with 339 additions and 349 deletions
130
src/r_things.cpp
130
src/r_things.cpp
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@ -406,11 +406,11 @@ void R_DrawVisSprite (vissprite_t *vis)
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}
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fixed_t centeryfrac = FLOAT2FIXED(CenterY);
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R_SetColorMapLight(vis->Style.colormap, 0.0f, 0);
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R_SetColorMapLight(vis->colormap, 0.0f, 0);
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
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mode = R_SetPatchStyle (vis->RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Shaded])
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Shaded])
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{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
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// it is the brightest one. We need to get back to the proper light level for
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// this sprite.
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@ -521,7 +521,7 @@ void R_DrawWallSprite(vissprite_t *spr)
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bool rereadcolormap = true;
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// Decals that are added to the scene must fade to black.
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if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
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if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
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{
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usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
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rereadcolormap = false;
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@ -559,7 +559,7 @@ void R_DrawWallSprite(vissprite_t *spr)
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dc_x = x1;
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ESPSResult mode;
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mode = R_SetPatchStyle (spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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mode = R_SetPatchStyle (spr->RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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// R_SetPatchStyle can modify basecolormap.
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if (rereadcolormap)
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@ -646,8 +646,8 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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int flags = 0;
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// Do setup for blending.
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R_SetColorMapLight(spr->Style.colormap, 0.0f, 0);
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mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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R_SetColorMapLight(spr->colormap, 0.0f, 0);
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mode = R_SetPatchStyle(spr->RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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if (mode == DontDraw)
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{
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@ -672,7 +672,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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// Render the voxel, either directly to the screen or offscreen.
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R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->Angle,
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spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.colormap, cliptop, clipbot,
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spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->colormap, cliptop, clipbot,
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minslabz, maxslabz, flags);
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// Blend the voxel, if that's what we need to do.
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@ -1051,7 +1051,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->renderflags = renderflags;
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if(thing->flags5 & MF5_BRIGHT)
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vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->Style.RenderStyle = thing->RenderStyle;
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vis->RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation; // [RH] thing translation table
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vis->FakeFlatStat = fakeside;
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@ -1079,9 +1079,9 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
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INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
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if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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@ -1093,12 +1093,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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// Sprites that are added to the scene must fade to black.
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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}
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if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
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if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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@ -1114,7 +1114,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// get light level
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if (fixedcolormap != NULL)
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{ // fixed map
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vis->Style.colormap = fixedcolormap;
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vis->colormap = fixedcolormap;
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}
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else
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{
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@ -1124,17 +1124,17 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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if (fixedlightlev >= 0)
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{
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vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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vis->colormap = mybasecolormap->Maps + fixedlightlev;
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}
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else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
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vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
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}
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else
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{ // diminished light
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vis->ColormapNum = GETPALOOKUP(
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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vis->colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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}
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}
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}
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@ -1196,7 +1196,7 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
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vis->deltay = float(pos.Y - ViewPos.Y);
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vis->renderflags = renderflags;
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if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->Style.RenderStyle = thing->RenderStyle;
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vis->RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation;
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vis->FakeFlatStat = 0;
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@ -1210,7 +1210,7 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
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vis->bWallSprite = true;
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vis->ColormapNum = GETPALOOKUP(
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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vis->colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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vis->wallc = wallc;
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}
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@ -1414,21 +1414,21 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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vis->Style.Alpha = float(owner->Alpha);
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vis->Style.RenderStyle = owner->RenderStyle;
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vis->RenderStyle = owner->RenderStyle;
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
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INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
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if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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FDynamicColormap *mybasecolormap = basecolormap;
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if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
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if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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@ -1443,7 +1443,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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if (realfixedcolormap != nullptr)
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{ // fixed color
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vis->Style.colormap = realfixedcolormap->Colormap;
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vis->colormap = realfixedcolormap->Colormap;
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}
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else
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{
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@ -1453,44 +1453,40 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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}
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if (fixedlightlev >= 0)
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{
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vis->Style.colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
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vis->colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
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}
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else if (!foggy && pspr->GetState()->GetFullbright())
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{ // full bright
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vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
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vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
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}
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else
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{ // local light
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vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP(0, spriteshade) << COLORMAPSHIFT);
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vis->colormap = mybasecolormap->Maps + (GETPALOOKUP(0, spriteshade) << COLORMAPSHIFT);
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}
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}
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if (camera->Inventory != nullptr)
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{
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lighttable_t *oldcolormap = vis->Style.colormap;
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camera->Inventory->AlterWeaponSprite(&vis->Style);
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if (vis->Style.colormap != oldcolormap)
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vis->Style.RenderStyle = STYLE_Count;
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vis->Style.Invert = false;
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camera->AlterWeaponSprite(&vis->Style);
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if (vis->Style.Invert)
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{
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// The colormap has changed. Is it one we can easily identify?
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// If not, then don't bother trying to identify it for
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// hardware accelerated drawing.
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if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
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vis->Style.colormap > SpecialColormaps.Last().Colormap)
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{
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noaccel = true;
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}
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vis->colormap = SpecialColormaps[0].Colormap;
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// Has the basecolormap changed? If so, we can't hardware accelerate it,
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// since we don't know what it is anymore.
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else if (vis->Style.colormap < mybasecolormap->Maps ||
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vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
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if (vis->colormap < mybasecolormap->Maps ||
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vis->colormap >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
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{
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noaccel = true;
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}
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}
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if (vis->Style.RenderStyle != STYLE_Count) vis->RenderStyle = vis->Style.RenderStyle;
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}
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// If we're drawing with a special colormap, but shaders for them are disabled, do
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// not accelerate.
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if (!r_shadercolormaps && (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
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vis->Style.colormap <= SpecialColormaps.Last().Colormap))
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if (!r_shadercolormaps && (vis->colormap >= SpecialColormaps[0].Colormap &&
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vis->colormap <= SpecialColormaps.Last().Colormap))
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{
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noaccel = true;
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}
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@ -1517,15 +1513,15 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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else
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{
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colormap_to_use = basecolormap;
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vis->Style.colormap = basecolormap->Maps;
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vis->Style.RenderStyle = STYLE_Normal;
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vis->colormap = basecolormap->Maps;
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vis->RenderStyle = STYLE_Normal;
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}
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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{
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FRenderStyle style = vis->Style.RenderStyle;
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FRenderStyle style = vis->RenderStyle;
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style.CheckFuzz();
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if (style.BlendOp != STYLEOP_Fuzz)
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{
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@ -1688,18 +1684,18 @@ void R_DrawRemainingPlayerSprites()
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FColormapStyle colormapstyle;
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bool usecolormapstyle = false;
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if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
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vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
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if (vis->colormap >= SpecialColormaps[0].Colormap &&
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vis->colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
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{
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// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
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ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
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ptrdiff_t specialmap = (vis->colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
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special = &SpecialColormaps[specialmap];
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}
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else if (colormap->Color == PalEntry(255,255,255) &&
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colormap->Desaturate == 0)
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{
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overlay = colormap->Fade;
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overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
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overlay.a = BYTE(((vis->colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
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}
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else
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{
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@ -1707,7 +1703,7 @@ void R_DrawRemainingPlayerSprites()
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colormapstyle.Color = colormap->Color;
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colormapstyle.Fade = colormap->Fade;
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colormapstyle.Desaturate = colormap->Desaturate;
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colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
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colormapstyle.FadeLevel = ((vis->colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
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}
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screen->DrawTexture(vis->pic,
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viewwindowx + vispsprites[i].x1,
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@ -1723,7 +1719,7 @@ void R_DrawRemainingPlayerSprites()
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DTA_ClipRight, viewwindowx + viewwidth,
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DTA_ClipBottom, viewwindowy + viewheight,
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DTA_AlphaF, vis->Style.Alpha,
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DTA_RenderStyle, vis->Style.RenderStyle,
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DTA_RenderStyle, vis->RenderStyle,
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DTA_FillColor, vis->FillColor,
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DTA_SpecialColormap, special,
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DTA_ColorOverlay, overlay.d,
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@ -1950,7 +1946,7 @@ void R_DrawSprite (vissprite_t *spr)
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int r1, r2;
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short topclip, botclip;
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short *clip1, *clip2;
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lighttable_t *colormap = spr->Style.colormap;
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lighttable_t *colormap = spr->colormap;
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F3DFloor *rover;
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FDynamicColormap *mybasecolormap;
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@ -2014,20 +2010,20 @@ void R_DrawSprite (vissprite_t *spr)
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// found new values, recalculate
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if (sec)
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{
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INTBOOL invertcolormap = (spr->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
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INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay);
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if (spr->Style.RenderStyle.Flags & STYLEF_InvertSource)
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if (spr->RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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// Sprites that are added to the scene must fade to black.
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if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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}
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if (spr->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
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if (spr->RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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@ -2047,16 +2043,16 @@ void R_DrawSprite (vissprite_t *spr)
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}
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if (fixedlightlev >= 0)
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{
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spr->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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spr->colormap = mybasecolormap->Maps + fixedlightlev;
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}
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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{ // full bright
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spr->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
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spr->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
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}
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else
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{ // diminished light
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spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
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spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP(
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spr->colormap = mybasecolormap->Maps + (GETPALOOKUP(
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r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade) << COLORMAPSHIFT);
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}
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}
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@ -2205,7 +2201,7 @@ void R_DrawSprite (vissprite_t *spr)
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if (topclip >= botclip)
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{
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spr->Style.colormap = colormap;
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spr->colormap = colormap;
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return;
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}
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@ -2335,7 +2331,7 @@ void R_DrawSprite (vissprite_t *spr)
|
|||
}
|
||||
if (i == x2)
|
||||
{
|
||||
spr->Style.colormap = colormap;
|
||||
spr->colormap = colormap;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
@ -2353,7 +2349,7 @@ void R_DrawSprite (vissprite_t *spr)
|
|||
int maxvoxely = spr->gzb > hzb ? INT_MAX : xs_RoundToInt((spr->gzt - hzb) / spr->yscale);
|
||||
R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
|
||||
}
|
||||
spr->Style.colormap = colormap;
|
||||
spr->colormap = colormap;
|
||||
}
|
||||
|
||||
// kg3D:
|
||||
|
|
@ -2601,21 +2597,21 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
|
|||
|
||||
if (fixedlightlev >= 0)
|
||||
{
|
||||
vis->Style.colormap = map + fixedlightlev;
|
||||
vis->colormap = map + fixedlightlev;
|
||||
}
|
||||
else if (fixedcolormap)
|
||||
{
|
||||
vis->Style.colormap = fixedcolormap;
|
||||
vis->colormap = fixedcolormap;
|
||||
}
|
||||
else if (particle->bright)
|
||||
{
|
||||
vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : map;
|
||||
vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : map;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Particles are slightly more visible than regular sprites.
|
||||
vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
|
||||
vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
|
||||
vis->colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -2650,7 +2646,7 @@ void R_DrawParticle_C (vissprite_t *vis)
|
|||
int spacing;
|
||||
BYTE *dest;
|
||||
DWORD fg;
|
||||
BYTE color = vis->Style.colormap[vis->startfrac];
|
||||
BYTE color = vis->colormap[vis->startfrac];
|
||||
int yl = vis->y1;
|
||||
int ycount = vis->y2 - yl + 1;
|
||||
int x1 = vis->x1;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue