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https://github.com/KartKrewDev/RingRacers.git
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Load palette before map data
Fixes PNG patch conversion crashing when called from vres at game startup. Also does not reload palette every time the resolution is changed. (This had no effect on the SDL backend, don't worry.)
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fe49543456
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2b9701d01e
3 changed files with 10 additions and 5 deletions
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@ -1438,6 +1438,10 @@ void D_SRB2Main(void)
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#endif //ifndef DEVELOP
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// Do it before P_InitMapData because PNG patch
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// conversion sometimes needs the palette
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V_ReloadPalette();
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//
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// search for mainwad maps
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//
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@ -404,7 +404,7 @@ const char *GetPalette(void)
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return "PLAYPAL";
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}
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static void LoadMapPalette(void)
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void V_ReloadPalette(void)
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{
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LoadPalette(GetPalette());
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}
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@ -416,7 +416,7 @@ static void LoadMapPalette(void)
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void V_SetPalette(INT32 palettenum)
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{
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if (!pLocalPalette)
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LoadMapPalette();
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V_ReloadPalette();
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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@ -449,7 +449,7 @@ void V_SetPaletteLump(const char *pal)
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static void CV_palette_OnChange(void)
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{
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// reload palette
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LoadMapPalette();
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V_ReloadPalette();
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V_SetPalette(0);
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}
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@ -2980,8 +2980,6 @@ void V_Init(void)
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UINT8 *base = vid.buffer;
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const INT32 screensize = vid.rowbytes * vid.height;
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LoadMapPalette();
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for (i = 0; i < NUMSCREENS; i++)
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screens[i] = NULL;
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@ -56,6 +56,9 @@ void InitColorLUT(colorlookup_t *lut, RGBA_t *palette, boolean makecolors);
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UINT8 GetColorLUT(colorlookup_t *lut, UINT8 r, UINT8 g, UINT8 b);
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UINT8 GetColorLUTDirect(colorlookup_t *lut, UINT8 r, UINT8 g, UINT8 b);
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// Loads the correct palette into memory
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void V_ReloadPalette(void);
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// Set the current RGB palette lookup to use for palettized graphics
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void V_SetPalette(INT32 palettenum);
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