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https://github.com/KartKrewDev/RingRacers.git
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Ignore colormap when overriding thing brightness
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parent
ff70bd0d83
commit
ecc3d031df
3 changed files with 30 additions and 22 deletions
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@ -3945,21 +3945,26 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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lightset = HWR_OverrideObjectLightLevel(spr->mobj, &lightlevel);
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for (i = 1; i < sector->numlights; i++)
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if (!lightset)
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{
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fixed_t h = P_GetLightZAt(§or->lightlist[i], spr->mobj->x, spr->mobj->y);
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if (h <= temp)
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for (i = 1; i < sector->numlights; i++)
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{
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if (!lightset)
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fixed_t h = P_GetLightZAt(§or->lightlist[i], spr->mobj->x, spr->mobj->y);
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if (h <= temp)
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{
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lightlevel = *list[i-1].lightlevel > 255 ? 255 : *list[i-1].lightlevel;
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if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
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colormap = *list[i-1].extra_colormap;
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break;
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if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
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colormap = *list[i-1].extra_colormap;
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break;
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}
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}
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}
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if (R_ThingIsSemiBright(spr->mobj))
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{
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lightlevel = 128 + (lightlevel>>1);
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colormap = NULL;
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}
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for (i = 0; i < sector->numlights; i++)
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{
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@ -3967,17 +3972,13 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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return;
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// even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite
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if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
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if (!lightset && !(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
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{
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if (!lightset)
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{
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lightlevel = *list[i].lightlevel > 255 ? 255 : *list[i].lightlevel;
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lightlevel = *list[i].lightlevel > 255 ? 255 : *list[i].lightlevel;
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if (R_ThingIsSemiBright(spr->mobj))
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lightlevel = 128 + (lightlevel>>1);
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}
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if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
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if (R_ThingIsSemiBright(spr->mobj))
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lightlevel = 128 + (lightlevel>>1);
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else if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
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colormap = *list[i].extra_colormap;
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}
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@ -4313,7 +4314,10 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
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if (R_ThingIsSemiBright(spr->mobj))
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{
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lightlevel = 128 + (lightlevel>>1);
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colormap = NULL;
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}
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HWR_Lighting(&Surf, lightlevel, colormap);
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}
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@ -1335,22 +1335,26 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
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light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
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if (!lightset)
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{
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lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
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if (*sector->lightlist[light].extra_colormap)
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colormap = *sector->lightlist[light].extra_colormap;
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if (*sector->lightlist[light].extra_colormap)
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colormap = *sector->lightlist[light].extra_colormap;
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}
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}
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else
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else if (!lightset)
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{
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if (!lightset)
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lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
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lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
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if (sector->extra_colormap)
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colormap = sector->extra_colormap;
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}
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if (R_ThingIsSemiBright(spr->mobj))
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{
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lightlevel = 128 + (lightlevel>>1);
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colormap = NULL;
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}
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HWR_Lighting(&Surf, lightlevel, colormap);
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}
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@ -861,7 +861,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
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else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
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R_SetColumnFunc(COLDRAWFUNC_TRANS, false);
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if (vis->extra_colormap && !(vis->renderflags & RF_NOCOLORMAPS))
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if (!(vis->cut & (SC_FULLBRIGHT|SC_SEMIBRIGHT)) && vis->extra_colormap && !(vis->renderflags & RF_NOCOLORMAPS))
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{
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if (!dc_colormap)
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dc_colormap = vis->extra_colormap->colormap;
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