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2012.03.22.Log0482.txt

📄SVN 📅2012-03-22 💾2,3 KB 8 Parsed entries CON BUILD

Revision r2518

Make 'nofloorpalrange' def token affect HUD weapons.

Revision r2517

New game def token "nofloorpal <pbeg> <pend>", disabling sprites taking on floor pals.

It has always annoyed me how floors with "shirt-color" type palookups like 21
affected the color of its containing sprites and HUD-drawn stuff.  This commit
allows one to specify an inclusive range of pals for which this should be
disabled for sprites (but not for HUD stuff, yet).

Revision r2516

Remove global 'uint8_t *anim_pal' which was only used once as a temporary.

Revision r2515

In Mapster32, remove ReadGamePalette() and GAMEpalette[] and use engine's palette[].

Revision r2514

Make engine.c's loadpalette return -1 if palette.dat is not found.

... and initengine now returns 1 if loadpalette() fails.

Revision r2513

editor: Factor out 'rainbow' drawing code and use bytesperline instead of xdimen.

Revision r2512

Comment out computergetinput() and children, which are unused since ng netcode.

Revision r2511

In in-game overhead map, don't draw invisible extended floors.
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Raw Content
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r2519 | helixhorned | 2012-03-22 15:48:06 -0700 (Thu, 22 Mar 2012) | 1 line

Rather trivial changes in engine.c and crc32.c.
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r2518 | helixhorned | 2012-03-22 15:47:47 -0700 (Thu, 22 Mar 2012) | 1 line

Make 'nofloorpalrange' def token affect HUD weapons.
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r2517 | helixhorned | 2012-03-22 15:47:29 -0700 (Thu, 22 Mar 2012) | 6 lines

New game def token "nofloorpal <pbeg> <pend>", disabling sprites taking on floor pals.

It has always annoyed me how floors with "shirt-color" type palookups like 21
affected the color of its containing sprites and HUD-drawn stuff.  This commit
allows one to specify an inclusive range of pals for which this should be
disabled for sprites (but not for HUD stuff, yet).
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r2516 | helixhorned | 2012-03-22 15:47:13 -0700 (Thu, 22 Mar 2012) | 1 line

Remove global 'uint8_t *anim_pal' which was only used once as a temporary.
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r2515 | helixhorned | 2012-03-22 15:46:56 -0700 (Thu, 22 Mar 2012) | 1 line

In Mapster32, remove ReadGamePalette() and GAMEpalette[] and use engine's palette[].
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r2514 | helixhorned | 2012-03-22 15:46:39 -0700 (Thu, 22 Mar 2012) | 3 lines

Make engine.c's loadpalette return -1 if palette.dat is not found.

... and initengine now returns 1 if loadpalette() fails.
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r2513 | helixhorned | 2012-03-22 15:46:23 -0700 (Thu, 22 Mar 2012) | 1 line

editor: Factor out 'rainbow' drawing code and use bytesperline instead of xdimen.
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r2512 | helixhorned | 2012-03-22 15:46:07 -0700 (Thu, 22 Mar 2012) | 1 line

Comment out computergetinput() and children, which are unused since ng netcode.
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r2511 | helixhorned | 2012-03-22 15:45:41 -0700 (Thu, 22 Mar 2012) | 1 line

In in-game overhead map, don't draw invisible extended floors.
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