- fixed: meleethreshold only has meaning when the attacking monster actually

has a melee attack.
- copied a colormap fix from Skulltag.


SVN r531 (trunk)
This commit is contained in:
Christoph Oelckers 2007-05-13 20:21:26 +00:00
commit ea2ea7dbf0
4 changed files with 17 additions and 7 deletions

View file

@ -2220,7 +2220,9 @@ void G_InitLevelLocals ()
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
NormalLight.Maps = realcolormaps;
NormalLight.Color = PalEntry (255, 255, 255);
//NormalLight.Color = PalEntry (255, 255, 255);
// [BB] Instead of just setting the color, we also have reset Desaturate and build the lights.
NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
level.gravity = sv_gravity * 35/TICRATE;
level.aircontrol = (fixed_t)(sv_aircontrol * 65536.f);