- fixed: meleethreshold only has meaning when the attacking monster actually
has a melee attack. - copied a colormap fix from Skulltag. SVN r531 (trunk)
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4 changed files with 17 additions and 7 deletions
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@ -2220,7 +2220,9 @@ void G_InitLevelLocals ()
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BaseBlendA = 0.0f; // Remove underwater blend effect, if any
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NormalLight.Maps = realcolormaps;
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NormalLight.Color = PalEntry (255, 255, 255);
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//NormalLight.Color = PalEntry (255, 255, 255);
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// [BB] Instead of just setting the color, we also have reset Desaturate and build the lights.
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NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
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level.gravity = sv_gravity * 35/TICRATE;
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level.aircontrol = (fixed_t)(sv_aircontrol * 65536.f);
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