parent
c17b6c1fa5
commit
6f032ce9c8
19 changed files with 117 additions and 93 deletions
117
src/console.c
117
src/console.c
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@ -162,25 +162,25 @@ consvar_t cons_backcolor = CVAR_INIT ("con_backcolor", "Black", CV_CALL|CV_SAVE,
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static CV_PossibleValue_t menuhighlight_cons_t[] =
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{
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{0, "Gametype Default"},
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{V_YELLOWMAP, "Always Yellow"},
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{V_PURPLEMAP, "Always Purple"},
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{V_GREENMAP, "Always Green"},
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{V_BLUEMAP, "Always Blue"},
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{V_REDMAP, "Always Red"},
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{V_GRAYMAP, "Always Gray"},
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{V_ORANGEMAP, "Always Orange"},
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{V_SKYMAP, "Always Sky-Blue"},
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{V_GOLDMAP, "Always Gold"},
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{V_LAVENDERMAP, "Always Lavender"},
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{V_TEAMAP, "Always Tea-Green"},
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{V_STEELMAP, "Always Steel-Blue"},
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{V_PINKMAP, "Always Pink"},
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{V_BROWNMAP, "Always Brown"},
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{V_PEACHMAP, "Always Peach"},
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{0, "Game type"},
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{V_YELLOWMAP, "Always yellow"},
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{V_PURPLEMAP, "Always purple"},
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{V_GREENMAP, "Always green"},
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{V_BLUEMAP, "Always blue"},
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{V_REDMAP, "Always red"},
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{V_GRAYMAP, "Always gray"},
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{V_ORANGEMAP, "Always orange"},
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{V_SKYMAP, "Always sky-blue"},
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{V_GOLDMAP, "Always gold"},
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{V_LAVENDERMAP, "Always lavender"},
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{V_AQUAMAP, "Always aqua-green"},
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{V_MAGENTAMAP, "Always magenta"},
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{V_PINKMAP, "Always pink"},
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{V_BROWNMAP, "Always brown"},
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{V_TANMAP, "Always tan"},
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{0, NULL}
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};
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consvar_t cons_menuhighlight = CVAR_INIT ("menuhighlight", "Gametype Default", CV_SAVE, menuhighlight_cons_t, NULL);
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consvar_t cons_menuhighlight = CVAR_INIT ("menuhighlight", "Game type", CV_SAVE, menuhighlight_cons_t, NULL);
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static void CON_Print(char *msg);
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@ -365,8 +365,10 @@ static void CONS_ChooseWeighted_f(void)
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// Font colormap colors
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// TODO: This could probably be improved somehow...
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// These colormaps are 99% identical, with just a few changed bytes
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// This could EASILY be handled by modifying a centralised colormap
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// for software depending on the prior state - but yknow, OpenGL...
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UINT8 *yellowmap, *purplemap, *greenmap, *bluemap, *graymap, *redmap, *orangemap,\
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*skymap, *goldmap, *lavendermap, *teamap, *steelmap, *pinkmap, *brownmap, *peachmap;
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*skymap, *goldmap, *lavendermap, *aquamap, *magentamap, *pinkmap, *brownmap, *tanmap;
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// Console BG color
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UINT8 *consolebgmap = NULL;
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@ -385,30 +387,29 @@ void CON_SetupBackColormapEx(INT32 color, boolean prompt)
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shift = 6; // 12 colors -- shift of 7 means 6 colors
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switch (cons_backcolor.value)
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switch (color)
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{
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case 0: palindex = 15; break; // White
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case 1: palindex = 31; break; // Gray
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case 2: palindex = 47; break; // Sepia
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case 3: palindex = 63; break; // Brown
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case 4: palindex = 150; shift = 7; break; // Pink
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case 5: palindex = 127; shift = 7; break; // Raspberry
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case 6: palindex = 143; break; // Red
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case 7: palindex = 86; shift = 7; break; // Creamsicle
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case 8: palindex = 95; break; // Orange
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case 9: palindex = 119; shift = 7; break; // Gold
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case 10: palindex = 111; break; // Yellow
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case 11: palindex = 191; shift = 7; break; // Emerald
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case 12: palindex = 175; break; // Green
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case 13: palindex = 219; break; // Cyan
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case 14: palindex = 207; shift = 7; break; // Steel
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case 15: palindex = 230; shift = 7; break; // Periwinkle
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case 16: palindex = 239; break; // Blue
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case 17: palindex = 199; shift = 7; break; // Purple
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case 18: palindex = 255; shift = 7; break; // Lavender
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case 1: palindex = 31; break; // Black
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case 2: palindex = 251; break; // Sepia
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case 3: palindex = 239; break; // Brown
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case 4: palindex = 215; shift = 7; break; // Pink
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case 5: palindex = 37; shift = 7; break; // Raspberry
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case 6: palindex = 47; shift = 7; break; // Red
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case 7: palindex = 53; shift = 7; break; // Creamsicle
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case 8: palindex = 63; break; // Orange
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case 9: palindex = 56; shift = 7; break; // Gold
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case 10: palindex = 79; shift = 7; break; // Yellow
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case 11: palindex = 119; shift = 7; break; // Emerald
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case 12: palindex = 111; break; // Green
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case 13: palindex = 136; shift = 7; break; // Cyan
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case 14: palindex = 175; shift = 7; break; // Steel
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case 15: palindex = 166; shift = 7; break; // Periwinkle
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case 16: palindex = 159; break; // Blue
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case 17: palindex = 187; shift = 7; break; // Purple
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case 18: palindex = 199; shift = 7; break; // Lavender
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// Default green
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default: palindex = 175; break;
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default: palindex = 111; break;
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}
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if (prompt)
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@ -461,11 +462,11 @@ static void CON_SetupColormaps(void)
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skymap = (orangemap+256);
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lavendermap = (skymap+256);
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goldmap = (lavendermap+256);
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teamap = (goldmap+256);
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steelmap = (teamap+256);
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pinkmap = (steelmap+256);
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aquamap = (goldmap+256);
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magentamap = (aquamap+256);
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pinkmap = (magentamap+256);
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brownmap = (pinkmap+256);
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peachmap = (brownmap+256);
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tanmap = (brownmap+256);
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// setup the other colormaps, for console text
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@ -475,21 +476,21 @@ static void CON_SetupColormaps(void)
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for (i = 0; i < (256*15); i++, ++memorysrc)
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*memorysrc = (UINT8)(i & 0xFF); // remap each color to itself...
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purplemap[120] = (UINT8)194;
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yellowmap[120] = (UINT8)103;
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greenmap[120] = (UINT8)162;
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bluemap[120] = (UINT8)228;
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redmap[120] = (UINT8)126; // battle
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graymap[120] = (UINT8)10;
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orangemap[120] = (UINT8)85; // record attack
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skymap[120] = (UINT8)214; // race
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lavendermap[120] = (UINT8)248;
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goldmap[120] = (UINT8)114;
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teamap[120] = (UINT8)177;
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steelmap[120] = (UINT8)201;
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pinkmap[120] = (UINT8)145;
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brownmap[120] = (UINT8)48;
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peachmap[120] = (UINT8)69; // nice
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purplemap[0] = (UINT8)163;
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yellowmap[0] = (UINT8)73;
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greenmap[0] = (UINT8)98;
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bluemap[0] = (UINT8)148;
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redmap[0] = (UINT8)34; // battle
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graymap[0] = (UINT8)10;
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orangemap[0] = (UINT8)52; // record attack
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skymap[0] = (UINT8)132; // race
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lavendermap[0] = (UINT8)192;
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goldmap[0] = (UINT8)65;
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aquamap[0] = (UINT8)121;
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magentamap[0] = (UINT8)182;
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pinkmap[0] = (UINT8)210;
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brownmap[0] = (UINT8)224;
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tanmap[0] = (UINT8)217; // no longer nice :(
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// Init back colormap
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CON_SetupBackColormap();
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@ -588,7 +588,7 @@ static inline void CL_DrawConnectionStatus(void)
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)
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{
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INT32 i, animtime = ((ccstime / 4) & 15) + 16;
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UINT8 palstart = (cl_mode == CL_SEARCHING) ? 128 : 160;
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UINT8 palstart = (cl_mode == CL_SEARCHING) ? 32 : 96;
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// 15 pal entries total.
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const char *cltext;
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@ -717,8 +717,8 @@ static inline void CL_DrawConnectionStatus(void)
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if (dldlength > 256)
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dldlength = 256;
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V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-58, 256, 8, 175);
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V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-58, dldlength, 8, 160);
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V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-58, 256, 8, 111);
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V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-58, dldlength, 8, 96);
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memset(tempname, 0, sizeof(tempname));
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// offset filename to just the name only part
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@ -613,7 +613,7 @@ static bool D_Display(void)
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}
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if (demo.rewinding)
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V_DrawFadeScreen(TC_RAINBOW, (leveltime & 0x20) ? SKINCOLOR_PASTEL : SKINCOLOR_MOONSLAM);
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V_DrawFadeScreen(TC_RAINBOW, (leveltime & 0x20) ? SKINCOLOR_PASTEL : SKINCOLOR_MOONSET);
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// vid size change is now finished if it was on...
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vid.recalc = 0;
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@ -1199,11 +1199,11 @@ struct int_const_s const INT_CONST[] = {
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{"V_SKYMAP",V_SKYMAP},
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{"V_LAVENDERMAP",V_LAVENDERMAP},
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{"V_GOLDMAP",V_GOLDMAP},
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{"V_TEAMAP",V_TEAMAP},
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{"V_STEELMAP",V_STEELMAP},
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{"V_AQUAMAP",V_AQUAMAP},
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{"V_MAGENTAMAP",V_MAGENTAMAP},
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{"V_PINKMAP",V_PINKMAP},
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{"V_BROWNMAP",V_BROWNMAP},
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{"V_PEACHMAP",V_PEACHMAP},
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{"V_TANMAP",V_TANMAP},
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{"V_TRANSLUCENT",V_TRANSLUCENT},
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{"V_10TRANS",V_10TRANS},
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@ -1371,7 +1371,7 @@ skippedghosttic:
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g->mo->color = skin->supercolor;
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}
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else
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g->mo->color = SKINCOLOR_SUPER1;
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g->mo->color = SKINCOLOR_SUPERGOLD1;
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g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
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break;
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case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
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@ -40,8 +40,8 @@ typedef unsigned char FBOOLEAN;
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// ==========================================================================
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// byte value for paletted graphics, which represent the transparent color
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#define HWR_PATCHES_CHROMAKEY_COLORINDEX 247
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//#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 220
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#define HWR_PATCHES_CHROMAKEY_COLORINDEX 255
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//#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 130
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// the chroma key color shows on border sprites, set it to black
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#define HWR_PATCHES_CHROMAKEY_COLORVALUE (0x00000000) //RGBA format as in grSstWinOpen()
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@ -793,7 +793,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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{
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UINT16 chatcolor = skincolors[players[playernum].skincolor].chatcolor;
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if (chatcolor > V_PEACHMAP)
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if (chatcolor > V_TANMAP)
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{
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sprintf(color_prefix, "%c", '\x80');
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}
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@ -832,7 +832,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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{
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UINT16 chatcolor = skincolors[players[playernum].skincolor].chatcolor;
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if (chatcolor > V_PEACHMAP)
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if (chatcolor > V_TANMAP)
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{
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sprintf(color_prefix, "%c", '\x80');
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}
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@ -121,7 +121,7 @@ void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, skincolornum_t
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if (skinnum == TC_BOSS)
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dest_colormap[31] = 0;
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else if (skinnum == TC_METALSONIC)
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dest_colormap[239] = 0;
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dest_colormap[143] = 0;
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return;
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}
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@ -20,7 +20,7 @@ extern "C" {
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#endif
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#define SKIN_RAMP_LENGTH 16
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#define DEFAULT_STARTTRANSCOLOR 160
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#define DEFAULT_STARTTRANSCOLOR 96
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#define NUM_PALETTE_ENTRIES 256
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/*--------------------------------------------------
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21
src/k_kart.c
21
src/k_kart.c
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@ -2297,7 +2297,26 @@ void K_SpawnNormalSpeedLines(player_t *player)
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P_SetScale(fast, 3*fast->scale/2);
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}
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if (player->tripwireLeniency)
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if (player->eggmanexplode)
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{
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// Make it red when you have the eggman speed boost
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fast->color = SKINCOLOR_RED;
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fast->colorized = true;
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}
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else if (player->invincibilitytimer)
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{
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const tic_t defaultTime = itemtime+(2*TICRATE);
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if (player->invincibilitytimer > defaultTime)
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{
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fast->color = player->mo->color;
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}
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else
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{
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fast->color = SKINCOLOR_INVINCFLASH;
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}
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fast->colorized = true;
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}
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else if (player->tripwireLeniency)
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{
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// Make it pink+blue+big when you can go through tripwire
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fast->color = (leveltime & 1) ? SKINCOLOR_LILAC : SKINCOLOR_JAWZ;
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@ -3755,7 +3755,7 @@ static void M_DrawSlider(INT32 x, INT32 y, const consvar_t *cv, boolean ontop)
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void M_DrawTextBox(INT32 x, INT32 y, INT32 width, INT32 boxlines)
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{
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// Solid color textbox.
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V_DrawFill(x+5, y+5, width*8+6, boxlines*8+6, 239);
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V_DrawFill(x+5, y+5, width*8+6, boxlines*8+6, 159);
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//V_DrawFill(x+8, y+8, width*8, boxlines*8, 31);
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/*
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patch_t *p;
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@ -2534,16 +2534,16 @@ void A_Boss1Laser(mobj_t *actor)
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tic_t dur;
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static const UINT8 LASERCOLORS[] =
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{
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SKINCOLOR_KSUPER3,
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SKINCOLOR_KSUPER4,
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SKINCOLOR_KSUPER5,
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SKINCOLOR_SUPERRED3,
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SKINCOLOR_SUPERRED4,
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SKINCOLOR_SUPERRED5,
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SKINCOLOR_KETCHUP,
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SKINCOLOR_RED,
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SKINCOLOR_RED,
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SKINCOLOR_KETCHUP,
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SKINCOLOR_KSUPER5,
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SKINCOLOR_KSUPER4,
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SKINCOLOR_KSUPER3,
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SKINCOLOR_SUPERRED5,
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SKINCOLOR_SUPERRED4,
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SKINCOLOR_SUPERRED3,
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};
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if (LUA_CallAction(A_BOSS1LASER, actor))
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@ -10232,8 +10232,8 @@ void P_InternalFlickySetColor(mobj_t *actor, UINT8 color)
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SKINCOLOR_BEIGE,
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SKINCOLOR_LAVENDER,
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SKINCOLOR_RUBY,
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SKINCOLOR_ORANGE,
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SKINCOLOR_SUNSET,
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SKINCOLOR_BLOSSOM,
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SKINCOLOR_SUNSLAM,
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SKINCOLOR_ORANGE,
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SKINCOLOR_YELLOW,
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};
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@ -12706,7 +12706,7 @@ void A_RolloutSpawn(mobj_t *actor)
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if (actor->target->flags2 & MF2_AMBUSH)
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{
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actor->target->color = SKINCOLOR_BROWN;
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actor->target->color = SKINCOLOR_SUPERRUST3;
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actor->target->colorized = true;
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}
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}
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@ -9418,7 +9418,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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mobj->flags2 |= MF2_INVERTAIMABLE;
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break;
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case MT_FLICKY_08:
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mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_ULTRAMARINE);
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mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUAMARINE);
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break;
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case MT_BALLOON:
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{
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@ -153,6 +153,10 @@ float zeroheight;
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#define DEFAULT_STARTTRANSCOLOR 160
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#define NUM_PALETTE_ENTRIES 256
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#define SKIN_RAMP_LENGTH 16
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#define DEFAULT_STARTTRANSCOLOR 96
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#define NUM_PALETTE_ENTRIES 256
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static UINT8 **translationtablecache[TT_CACHE_SIZE] = {NULL};
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UINT8 skincolor_modified[MAXSKINCOLORS];
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@ -188,7 +188,7 @@ void R_FillBackScreen(void);
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void R_DrawViewBorder(void);
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#endif
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#define TRANSPARENTPIXEL 247
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#define TRANSPARENTPIXEL 255
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#define BRIGHTPIXEL 0
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// -----------------
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@ -109,9 +109,9 @@ static void Sk_SetDefaultValue(skin_t *skin)
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skin->flags = 0;
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strcpy(skin->realname, "Someone");
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skin->starttranscolor = 160;
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skin->starttranscolor = 96;
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skin->prefcolor = SKINCOLOR_GREEN;
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skin->supercolor = SKINCOLOR_SUPER1;
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skin->supercolor = SKINCOLOR_SUPERGOLD1;
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skin->prefoppositecolor = 0; // use tables
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skin->kartspeed = 5;
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||||
|
|
@ -459,7 +459,7 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
|
|||
else if (!stricmp(stoken, "supercolor"))
|
||||
{
|
||||
UINT16 color = R_GetSuperColorByName(value);
|
||||
skin->supercolor = (color ? color : SKINCOLOR_SUPER1);
|
||||
skin->supercolor = (color ? color : SKINCOLOR_SUPERGOLD1);
|
||||
}
|
||||
|
||||
#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value));
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@
|
|||
[BITS 32]
|
||||
|
||||
%define FRACBITS 16
|
||||
%define TRANSPARENTPIXEL 247
|
||||
%define TRANSPARENTPIXEL 255
|
||||
|
||||
%ifdef LINUX
|
||||
%macro cextern 1
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@
|
|||
[BITS 32]
|
||||
|
||||
%define FRACBITS 16
|
||||
%define TRANSPARENTPIXEL 247
|
||||
%define TRANSPARENTPIXEL 255
|
||||
|
||||
%ifdef LINUX
|
||||
%macro cextern 1
|
||||
|
|
|
|||
|
|
@ -119,11 +119,11 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
|
|||
#define V_SKYMAP 0x00008000
|
||||
#define V_LAVENDERMAP 0x00009000
|
||||
#define V_GOLDMAP 0x0000A000
|
||||
#define V_TEAMAP 0x0000B000
|
||||
#define V_STEELMAP 0x0000C000
|
||||
#define V_AQUAMAP 0x0000B000
|
||||
#define V_MAGENTAMAP 0x0000C000
|
||||
#define V_PINKMAP 0x0000D000
|
||||
#define V_BROWNMAP 0x0000E000
|
||||
#define V_PEACHMAP 0x0000F000
|
||||
#define V_TANMAP 0x0000F000
|
||||
|
||||
// use bits 17-20 for alpha transparency
|
||||
#define V_ALPHASHIFT 16
|
||||
|
|
|
|||
Loading…
Reference in a new issue