ACTUALLY applied colorized flashing for dashmode to non-SF_MACHINE players, which wasn't happening for non-transparent players because :VVV

This commit is contained in:
toaster 2019-10-30 17:16:44 +00:00
parent ce91bdaaab
commit 67a99f6334
1 changed files with 5 additions and 2 deletions

View File

@ -786,10 +786,13 @@ static void R_DrawVisSprite(vissprite_t *vis)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP)
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
&& (vis->mobj->player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& (vis->mobj->player->charflags & SF_DASHMODE)
&& ((leveltime/2) & 1))
{
dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
if (vis->mobj->player->charflags & SF_MACHINE)
dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
else
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
}
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
{