- added the needed properties for Doom64 colors and a little FraggleScript hack to test it with existing maps.
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8 changed files with 67 additions and 3 deletions
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@ -3875,7 +3875,7 @@ void FParser::SF_SetColor(void)
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color.r=intvalue(t_argv[1]);
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color.g=intvalue(t_argv[2]);
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color.b=intvalue(t_argv[3]);
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color.a=0;
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color.a = (DFraggleThinker::ActiveThinker->setcolormaterial) ? 255 : 0;
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}
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else return;
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@ -3883,7 +3883,16 @@ void FParser::SF_SetColor(void)
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FSSectorTagIterator itr(tagnum);
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while ((i = itr.Next()) >= 0)
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{
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level.sectors[i].ColorMap = GetSpecialLights (color, level.sectors[i].ColorMap->Fade, 0);
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if (!DFraggleThinker::ActiveThinker->setcolormaterial)
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level.sectors[i].ColorMap = GetSpecialLights(color, level.sectors[i].ColorMap->Fade, 0);
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else
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{
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// little hack for testing the D64 color stuff.
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for (int j = 0; j < 4; j++) level.sectors[i].SpecialColors[j] = color;
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// simulates 'nocoloredspritelighting' settings.
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int v = (color.r + color.g + color.b) / 3;
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level.sectors[i].SpecialColors[4] = (255 + v + v) / 3;
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}
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}
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}
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}
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