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Build 2226

29 dicembre 2011 · 1 commit di 1 autore · SVN

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File di log originale · 20111229-2226.txt
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r2226 | helixhorned | 2011-12-29 06:26:30 -0800 (Thu, 29 Dec 2011) | 2 lines

CON: make the 'palette' player member actually return the player's palette ID
instead of -1. Setting is still only through 'setgamepalette'.
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r2225 | helixhorned | 2011-12-28 12:36:01 -0800 (Wed, 28 Dec 2011) | 7 lines

Besides the performance issues, there's another reason why changing the palette
'frequently' isn't such a good idea.  Assume an actor constantly changes the
palette to some value and you're attacked by a newbeast at the same time. Then
the pain tinting would be reset each time the actor's code is run.  This commit
adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting".
Its only use right now is from CON's setgamepalette command (and there, always).
The change is done in the engine and thus affects all platforms.
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CON CON

make the 'palette' player member actually return the player's palette ID

Philipp Kutin (Helixhorned) 29 dic 2011, 06:26 UTC−8 r2226

instead of -1. Setting is still only through 'setgamepalette'.

EngineCON
Già presente nella build 2225

Besides the performance issues, there's another reason why changing the palette

Philipp Kutin (Helixhorned) 28 dic 2011, 12:36 UTC−8 r2225

'frequently' isn't such a good idea. Assume an actor constantly changes the palette to some value and you're attacked by a newbeast at the same time. Then the pain tinting would be reset each time the actor's code is run. This commit adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting". Its only use right now is from CON's setgamepalette command (and there, always). The change is done in the engine and thus affects all platforms.