Implementation of all the new skincolours. No new exe yet, though, since I'm still doin' stuff.

This commit is contained in:
toasterbabe 2017-07-22 23:24:12 +01:00
parent 6250266af5
commit 8941379c64
8 changed files with 457 additions and 1188 deletions

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@ -6770,91 +6770,130 @@ static const char *const ML_LIST[16] = {
// This DOES differ from r_draw's Color_Names, unfortunately. // This DOES differ from r_draw's Color_Names, unfortunately.
// Also includes Super colors // Also includes Super colors
static const char *COLOR_ENUMS[] = { static const char *COLOR_ENUMS[] = {
"NONE", // SKINCOLOR_NONE "NONE", // SKINCOLOR_NONE,
"WHITE", // SKINCOLOR_WHITE
"SILVER", // SKINCOLOR_SILVER // Greyscale ranges
"GREY", // SKINCOLOR_GREY "WHITE", // SKINCOLOR_WHITE,
"BLACK", // SKINCOLOR_BLACK "BONE", // SKINCOLOR_BONE,
"BEIGE", // SKINCOLOR_BEIGE "SILVER", // SKINCOLOR_SILVER,
"PEACH", // SKINCOLOR_PEACH "GREY", // SKINCOLOR_GREY,
"BROWN", // SKINCOLOR_BROWN "CLOUDY", // SKINCOLOR_CLOUDY,
"RED", // SKINCOLOR_RED "CARBON", // SKINCOLOR_CARBON,
"CRIMSON", // SKINCOLOR_CRIMSON "JET", // SKINCOLOR_JET,
"ORANGE", // SKINCOLOR_ORANGE "BLACK", // SKINCOLOR_BLACK,
"RUST", // SKINCOLOR_RUST
"GOLD", // SKINCOLOR_GOLD // Desaturated
"YELLOW", // SKINCOLOR_YELLOW "AETHER", // SKINCOLOR_AETHER,
"TAN", // SKINCOLOR_TAN "SLATE", // SKINCOLOR_SLATE,
"MOSS", // SKINCOLOR_MOSS "PINK", // SKINCOLOR_PINK,
"PERIDOT", // SKINCOLOR_PERIDOT "YOGURT", // SKINCOLOR_YOGURT,
"GREEN", // SKINCOLOR_GREEN "BROWN", // SKINCOLOR_BROWN,
"EMERALD", // SKINCOLOR_EMERALD "TAN", // SKINCOLOR_TAN,
"AQUA", // SKINCOLOR_AQUA "BEIGE", // SKINCOLOR_BEIGE,
"TEAL", // SKINCOLOR_TEAL "MOSS", // SKINCOLOR_MOSS,
"CYAN", // SKINCOLOR_CYAN "AZURE", // SKINCOLOR_AZURE,
"BLUE", // SKINCOLOR_BLUE "LAVENDER", // SKINCOLOR_LAVENDER,
"AZURE", // SKINCOLOR_AZURE
"PASTEL", // SKINCOLOR_PASTEL // Viv's vivid colours (toast 21/07/17)
"PURPLE", // SKINCOLOR_PURPLE "RUBY", // SKINCOLOR_RUBY,
"LAVENDER", // SKINCOLOR_LAVENDER "SALMON", // SKINCOLOR_SALMON,
"MAGENTA", // SKINCOLOR_MAGENTA "RED", // SKINCOLOR_RED,
"PINK", // SKINCOLOR_PINK "CRIMSON", // SKINCOLOR_CRIMSON,
"ROSY", // SKINCOLOR_ROSY "FLAME", // SKINCOLOR_FLAME,
"PEACHY", // SKINCOLOR_PEACHY,
"QUAIL", // SKINCOLOR_QUAIL,
"SUNSET", // SKINCOLOR_SUNSET,
"APRICOT", // SKINCOLOR_APRICOT,
"ORANGE", // SKINCOLOR_ORANGE,
"RUST", // SKINCOLOR_RUST,
"GOLD", // SKINCOLOR_GOLD,
"SANDY", // SKINCOLOR_SANDY,
"YELLOW", // SKINCOLOR_YELLOW,
"OLIVE", // SKINCOLOR_OLIVE,
"LIME", // SKINCOLOR_LIME,
"PERIDOT", // SKINCOLOR_PERIDOT,
"GREEN", // SKINCOLOR_GREEN,
"FOREST", // SKINCOLOR_FOREST,
"EMERALD", // SKINCOLOR_EMERALD,
"MINT", // SKINCOLOR_MINT,
"SEAFOAM", // SKINCOLOR_SEAFOAM,
"AQUA", // SKINCOLOR_AQUA,
"TEAL", // SKINCOLOR_TEAL,
"WAVE", // SKINCOLOR_WAVE,
"CYAN", // SKINCOLOR_CYAN,
"SKY", // SKINCOLOR_SKY,
"CERULEAN", // SKINCOLOR_CERULEAN,
"ICY", // SKINCOLOR_ICY,
"SAPPHIRE", // SKINCOLOR_SAPPHIRE,
"CORNFLOWER", // SKINCOLOR_CORNFLOWER,
"BLUE", // SKINCOLOR_BLUE,
"COBALT", // SKINCOLOR_COBALT,
"VAPOR", // SKINCOLOR_VAPOR,
"DUSK", // SKINCOLOR_DUSK,
"PASTEL", // SKINCOLOR_PASTEL,
"PURPLE", // SKINCOLOR_PURPLE,
"BUBBLEGUM", // SKINCOLOR_BUBBLEGUM,
"MAGENTA", // SKINCOLOR_MAGENTA,
"NEON", // SKINCOLOR_NEON,
"VIOLET", // SKINCOLOR_VIOLET,
"LILAC", // SKINCOLOR_LILAC,
"PLUM", // SKINCOLOR_PLUM,
"ROSY", // SKINCOLOR_ROSY,
// Super special awesome Super flashing colors! // Super special awesome Super flashing colors!
"SUPERSILVER1", // SKINCOLOR_SUPERSILVER1 "SUPERSILVER1", // SKINCOLOR_SUPERSILVER1
"SUPERSILVER2", // SKINCOLOR_SUPERSILVER2, "SUPERSILVER2", // SKINCOLOR_SUPERSILVER2,
"SUPERSILVER3", // SKINCOLOR_SUPERSILVER3, "SUPERSILVER3", // SKINCOLOR_SUPERSILVER3,
"SUPERSILVER4", // SKINCOLOR_SUPERSILVER4, "SUPERSILVER4", // SKINCOLOR_SUPERSILVER4,
"SUPERSILVER5", // SKINCOLOR_SUPERSILVER5, "SUPERSILVER5", // SKINCOLOR_SUPERSILVER5,
"SUPERRED1", // SKINCOLOR_SUPERRED1 "SUPERRED1", // SKINCOLOR_SUPERRED1
"SUPERRED2", // SKINCOLOR_SUPERRED2, "SUPERRED2", // SKINCOLOR_SUPERRED2,
"SUPERRED3", // SKINCOLOR_SUPERRED3, "SUPERRED3", // SKINCOLOR_SUPERRED3,
"SUPERRED4", // SKINCOLOR_SUPERRED4, "SUPERRED4", // SKINCOLOR_SUPERRED4,
"SUPERRED5", // SKINCOLOR_SUPERRED5, "SUPERRED5", // SKINCOLOR_SUPERRED5,
"SUPERORANGE1", // SKINCOLOR_SUPERORANGE1 "SUPERORANGE1", // SKINCOLOR_SUPERORANGE1
"SUPERORANGE2", // SKINCOLOR_SUPERORANGE2, "SUPERORANGE2", // SKINCOLOR_SUPERORANGE2,
"SUPERORANGE3", // SKINCOLOR_SUPERORANGE3, "SUPERORANGE3", // SKINCOLOR_SUPERORANGE3,
"SUPERORANGE4", // SKINCOLOR_SUPERORANGE4, "SUPERORANGE4", // SKINCOLOR_SUPERORANGE4,
"SUPERORANGE5", // SKINCOLOR_SUPERORANGE5, "SUPERORANGE5", // SKINCOLOR_SUPERORANGE5,
"SUPERGOLD1", // SKINCOLOR_SUPERGOLD1 "SUPERGOLD1", // SKINCOLOR_SUPERGOLD1
"SUPERGOLD2", // SKINCOLOR_SUPERGOLD2, "SUPERGOLD2", // SKINCOLOR_SUPERGOLD2,
"SUPERGOLD3", // SKINCOLOR_SUPERGOLD3, "SUPERGOLD3", // SKINCOLOR_SUPERGOLD3,
"SUPERGOLD4", // SKINCOLOR_SUPERGOLD4, "SUPERGOLD4", // SKINCOLOR_SUPERGOLD4,
"SUPERGOLD5", // SKINCOLOR_SUPERGOLD5, "SUPERGOLD5", // SKINCOLOR_SUPERGOLD5,
"SUPERPERIDOT1", // SKINCOLOR_SUPERPERIDOT1 "SUPERPERIDOT1", // SKINCOLOR_SUPERPERIDOT1
"SUPERPERIDOT2", // SKINCOLOR_SUPERPERIDOT2, "SUPERPERIDOT2", // SKINCOLOR_SUPERPERIDOT2,
"SUPERPERIDOT3", // SKINCOLOR_SUPERPERIDOT3, "SUPERPERIDOT3", // SKINCOLOR_SUPERPERIDOT3,
"SUPERPERIDOT4", // SKINCOLOR_SUPERPERIDOT4, "SUPERPERIDOT4", // SKINCOLOR_SUPERPERIDOT4,
"SUPERPERIDOT5", // SKINCOLOR_SUPERPERIDOT5, "SUPERPERIDOT5", // SKINCOLOR_SUPERPERIDOT5,
"SUPERCYAN1", // SKINCOLOR_SUPERCYAN1 "SUPERCYAN1", // SKINCOLOR_SUPERCYAN1
"SUPERCYAN2", // SKINCOLOR_SUPERCYAN2, "SUPERCYAN2", // SKINCOLOR_SUPERCYAN2,
"SUPERCYAN3", // SKINCOLOR_SUPERCYAN3, "SUPERCYAN3", // SKINCOLOR_SUPERCYAN3,
"SUPERCYAN4", // SKINCOLOR_SUPERCYAN4, "SUPERCYAN4", // SKINCOLOR_SUPERCYAN4,
"SUPERCYAN5", // SKINCOLOR_SUPERCYAN5, "SUPERCYAN5", // SKINCOLOR_SUPERCYAN5,
"SUPERPURPLE1", // SKINCOLOR_SUPERPURPLE1, "SUPERPURPLE1", // SKINCOLOR_SUPERPURPLE1,
"SUPERPURPLE2", // SKINCOLOR_SUPERPURPLE2, "SUPERPURPLE2", // SKINCOLOR_SUPERPURPLE2,
"SUPERPURPLE3", // SKINCOLOR_SUPERPURPLE3, "SUPERPURPLE3", // SKINCOLOR_SUPERPURPLE3,
"SUPERPURPLE4", // SKINCOLOR_SUPERPURPLE4, "SUPERPURPLE4", // SKINCOLOR_SUPERPURPLE4,
"SUPERPURPLE5", // SKINCOLOR_SUPERPURPLE5, "SUPERPURPLE5", // SKINCOLOR_SUPERPURPLE5,
"SUPERRUST1", // SKINCOLOR_SUPERRUST1 "SUPERRUST1", // SKINCOLOR_SUPERRUST1
"SUPERRUST2", // SKINCOLOR_SUPERRUST2, "SUPERRUST2", // SKINCOLOR_SUPERRUST2,
"SUPERRUST3", // SKINCOLOR_SUPERRUST3, "SUPERRUST3", // SKINCOLOR_SUPERRUST3,
"SUPERRUST4", // SKINCOLOR_SUPERRUST4, "SUPERRUST4", // SKINCOLOR_SUPERRUST4,
"SUPERRUST5", // SKINCOLOR_SUPERRUST5, "SUPERRUST5", // SKINCOLOR_SUPERRUST5,
"SUPERTAN1", // SKINCOLOR_SUPERTAN1 "SUPERTAN1", // SKINCOLOR_SUPERTAN1
"SUPERTAN2", // SKINCOLOR_SUPERTAN2, "SUPERTAN2", // SKINCOLOR_SUPERTAN2,
"SUPERTAN3", // SKINCOLOR_SUPERTAN3, "SUPERTAN3", // SKINCOLOR_SUPERTAN3,
"SUPERTAN4", // SKINCOLOR_SUPERTAN4, "SUPERTAN4", // SKINCOLOR_SUPERTAN4,
"SUPERTAN5" // SKINCOLOR_SUPERTAN5, "SUPERTAN5" // SKINCOLOR_SUPERTAN5,
}; };
static const char *const POWERS_LIST[] = { static const char *const POWERS_LIST[] = {

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@ -207,8 +207,9 @@ typedef struct
#define ZSHIFT 4 #define ZSHIFT 4
extern const UINT8 Color_Index[MAXTRANSLATIONS-1][16];
extern const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS]; extern const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS];
extern const UINT8 Color_Opposite[MAXSKINCOLORS*2]; extern const UINT8 Color_Opposite[(MAXSKINCOLORS - 1)*2];
#define NUMMAPS 1035 #define NUMMAPS 1035

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@ -229,39 +229,77 @@ extern FILE *logstream;
typedef enum typedef enum
{ {
SKINCOLOR_NONE = 0, SKINCOLOR_NONE = 0,
// Greyscale ranges
SKINCOLOR_WHITE, SKINCOLOR_WHITE,
SKINCOLOR_BONE,
SKINCOLOR_SILVER, SKINCOLOR_SILVER,
SKINCOLOR_GREY, SKINCOLOR_GREY,
SKINCOLOR_CLOUDY,
SKINCOLOR_CARBON,
SKINCOLOR_JET,
SKINCOLOR_BLACK, SKINCOLOR_BLACK,
SKINCOLOR_BEIGE,
SKINCOLOR_PEACH, // Desaturated
SKINCOLOR_AETHER,
SKINCOLOR_SLATE,
SKINCOLOR_PINK,
SKINCOLOR_YOGURT,
SKINCOLOR_BROWN, SKINCOLOR_BROWN,
SKINCOLOR_TAN,
SKINCOLOR_BEIGE,
SKINCOLOR_MOSS,
SKINCOLOR_AZURE,
SKINCOLOR_LAVENDER,
// Viv's vivid colours (toast 21/07/17)
SKINCOLOR_RUBY,
SKINCOLOR_SALMON,
SKINCOLOR_RED, SKINCOLOR_RED,
SKINCOLOR_CRIMSON, SKINCOLOR_CRIMSON,
SKINCOLOR_FLAME,
SKINCOLOR_PEACHY,
SKINCOLOR_QUAIL,
SKINCOLOR_SUNSET,
SKINCOLOR_APRICOT,
SKINCOLOR_ORANGE, SKINCOLOR_ORANGE,
SKINCOLOR_RUST, SKINCOLOR_RUST,
SKINCOLOR_GOLD, SKINCOLOR_GOLD,
SKINCOLOR_SANDY,
SKINCOLOR_YELLOW, SKINCOLOR_YELLOW,
SKINCOLOR_TAN, SKINCOLOR_OLIVE,
SKINCOLOR_MOSS, SKINCOLOR_LIME,
SKINCOLOR_PERIDOT, SKINCOLOR_PERIDOT,
SKINCOLOR_GREEN, SKINCOLOR_GREEN,
SKINCOLOR_FOREST,
SKINCOLOR_EMERALD, SKINCOLOR_EMERALD,
SKINCOLOR_MINT,
SKINCOLOR_SEAFOAM,
SKINCOLOR_AQUA, SKINCOLOR_AQUA,
SKINCOLOR_TEAL, SKINCOLOR_TEAL,
SKINCOLOR_WAVE,
SKINCOLOR_CYAN, SKINCOLOR_CYAN,
SKINCOLOR_SKY,
SKINCOLOR_CERULEAN,
SKINCOLOR_ICY,
SKINCOLOR_SAPPHIRE, // sweet mother, i cannot weave slender aphrodite has overcome me with longing for a girl
SKINCOLOR_CORNFLOWER,
SKINCOLOR_BLUE, SKINCOLOR_BLUE,
SKINCOLOR_AZURE, SKINCOLOR_COBALT,
SKINCOLOR_VAPOR,
SKINCOLOR_DUSK,
SKINCOLOR_PASTEL, SKINCOLOR_PASTEL,
SKINCOLOR_PURPLE, SKINCOLOR_PURPLE,
SKINCOLOR_LAVENDER, SKINCOLOR_BUBBLEGUM,
SKINCOLOR_MAGENTA, SKINCOLOR_MAGENTA,
SKINCOLOR_PINK, SKINCOLOR_NEON,
SKINCOLOR_VIOLET,
SKINCOLOR_LILAC,
SKINCOLOR_PLUM,
SKINCOLOR_ROSY, SKINCOLOR_ROSY,
//SKINCOLOR_?
//SKINCOLOR_?
// Careful! MAXSKINCOLORS cannot be greater than 0x20! Two slots left... // SKINCOLOR_? - one left before we bump up against 0x39, which isn't a HARD limit anymore but would be excessive
MAXSKINCOLORS, MAXSKINCOLORS,
// Super special awesome Super flashing colors! // Super special awesome Super flashing colors!

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@ -4514,7 +4514,7 @@ void G_GhostTicker(void)
g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4); g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
break; break;
case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer) case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
g->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours g->mo->color = (UINT8)(SKINCOLOR_RUBY + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RUBY))); // Passes through all saturated colours
break; break;
default: default:
break; break;

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@ -961,244 +961,10 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
image = gpatch->mipmap.grInfo.data; image = gpatch->mipmap.grInfo.data;
blendimage = blendgpatch->mipmap.grInfo.data; blendimage = blendgpatch->mipmap.grInfo.data;
switch (color) if (color == SKINCOLOR_NONE || color >= MAXTRANSLATIONS)
{ blendcolor = V_GetColor(0xff);
case SKINCOLOR_WHITE: else
blendcolor = V_GetColor(3); blendcolor = V_GetColor(Color_Index[color-1][4]);
break;
case SKINCOLOR_SILVER:
blendcolor = V_GetColor(10);
break;
case SKINCOLOR_GREY:
blendcolor = V_GetColor(15);
break;
case SKINCOLOR_BLACK:
blendcolor = V_GetColor(27);
break;
case SKINCOLOR_BEIGE:
blendcolor = V_GetColor(247);
break;
case SKINCOLOR_PEACH:
blendcolor = V_GetColor(218);
break;
case SKINCOLOR_BROWN:
blendcolor = V_GetColor(234);
break;
case SKINCOLOR_RED:
blendcolor = V_GetColor(38);
break;
case SKINCOLOR_CRIMSON:
blendcolor = V_GetColor(45);
break;
case SKINCOLOR_ORANGE:
blendcolor = V_GetColor(54);
break;
case SKINCOLOR_RUST:
blendcolor = V_GetColor(60);
break;
case SKINCOLOR_GOLD:
blendcolor = V_GetColor(67);
break;
case SKINCOLOR_YELLOW:
blendcolor = V_GetColor(73);
break;
case SKINCOLOR_TAN:
blendcolor = V_GetColor(85);
break;
case SKINCOLOR_MOSS:
blendcolor = V_GetColor(92);
break;
case SKINCOLOR_PERIDOT:
blendcolor = V_GetColor(188);
break;
case SKINCOLOR_GREEN:
blendcolor = V_GetColor(101);
break;
case SKINCOLOR_EMERALD:
blendcolor = V_GetColor(112);
break;
case SKINCOLOR_AQUA:
blendcolor = V_GetColor(122);
break;
case SKINCOLOR_TEAL:
blendcolor = V_GetColor(141);
break;
case SKINCOLOR_CYAN:
blendcolor = V_GetColor(131);
break;
case SKINCOLOR_BLUE:
blendcolor = V_GetColor(152);
break;
case SKINCOLOR_AZURE:
blendcolor = V_GetColor(171);
break;
case SKINCOLOR_PASTEL:
blendcolor = V_GetColor(161);
break;
case SKINCOLOR_PURPLE:
blendcolor = V_GetColor(165);
break;
case SKINCOLOR_LAVENDER:
blendcolor = V_GetColor(195);
break;
case SKINCOLOR_MAGENTA:
blendcolor = V_GetColor(183);
break;
case SKINCOLOR_PINK:
blendcolor = V_GetColor(211);
break;
case SKINCOLOR_ROSY:
blendcolor = V_GetColor(202);
break;
case SKINCOLOR_SUPERSILVER1: // Super silver
blendcolor = V_GetColor(0);
break;
case SKINCOLOR_SUPERSILVER2:
blendcolor = V_GetColor(2);
break;
case SKINCOLOR_SUPERSILVER3:
blendcolor = V_GetColor(4);
break;
case SKINCOLOR_SUPERSILVER4:
blendcolor = V_GetColor(7);
break;
case SKINCOLOR_SUPERSILVER5:
blendcolor = V_GetColor(10);
break;
case SKINCOLOR_SUPERRED1: // Super red
blendcolor = V_GetColor(208);
break;
case SKINCOLOR_SUPERRED2:
blendcolor = V_GetColor(210);
break;
case SKINCOLOR_SUPERRED3:
blendcolor = V_GetColor(32);
break;
case SKINCOLOR_SUPERRED4:
blendcolor = V_GetColor(33);
break;
case SKINCOLOR_SUPERRED5:
blendcolor = V_GetColor(35);
break;
case SKINCOLOR_SUPERORANGE1: // Super orange
blendcolor = V_GetColor(208);
break;
case SKINCOLOR_SUPERORANGE2:
blendcolor = V_GetColor(48);
break;
case SKINCOLOR_SUPERORANGE3:
blendcolor = V_GetColor(50);
break;
case SKINCOLOR_SUPERORANGE4:
blendcolor = V_GetColor(54);
break;
case SKINCOLOR_SUPERORANGE5:
blendcolor = V_GetColor(58);
break;
case SKINCOLOR_SUPERGOLD1: // Super gold
blendcolor = V_GetColor(80);
break;
case SKINCOLOR_SUPERGOLD2:
blendcolor = V_GetColor(83);
break;
case SKINCOLOR_SUPERGOLD3:
blendcolor = V_GetColor(73);
break;
case SKINCOLOR_SUPERGOLD4:
blendcolor = V_GetColor(64);
break;
case SKINCOLOR_SUPERGOLD5:
blendcolor = V_GetColor(67);
break;
case SKINCOLOR_SUPERPERIDOT1: // Super peridot
blendcolor = V_GetColor(88);
break;
case SKINCOLOR_SUPERPERIDOT2:
blendcolor = V_GetColor(188);
break;
case SKINCOLOR_SUPERPERIDOT3:
blendcolor = V_GetColor(189);
break;
case SKINCOLOR_SUPERPERIDOT4:
blendcolor = V_GetColor(190);
break;
case SKINCOLOR_SUPERPERIDOT5:
blendcolor = V_GetColor(191);
break;
case SKINCOLOR_SUPERCYAN1: // Super cyan
blendcolor = V_GetColor(128);
break;
case SKINCOLOR_SUPERCYAN2:
blendcolor = V_GetColor(131);
break;
case SKINCOLOR_SUPERCYAN3:
blendcolor = V_GetColor(133);
break;
case SKINCOLOR_SUPERCYAN4:
blendcolor = V_GetColor(134);
break;
case SKINCOLOR_SUPERCYAN5:
blendcolor = V_GetColor(136);
break;
case SKINCOLOR_SUPERPURPLE1: // Super purple
blendcolor = V_GetColor(144);
break;
case SKINCOLOR_SUPERPURPLE2:
blendcolor = V_GetColor(162);
break;
case SKINCOLOR_SUPERPURPLE3:
blendcolor = V_GetColor(164);
break;
case SKINCOLOR_SUPERPURPLE4:
blendcolor = V_GetColor(166);
break;
case SKINCOLOR_SUPERPURPLE5:
blendcolor = V_GetColor(168);
break;
case SKINCOLOR_SUPERRUST1: // Super rust
blendcolor = V_GetColor(51);
break;
case SKINCOLOR_SUPERRUST2:
blendcolor = V_GetColor(54);
break;
case SKINCOLOR_SUPERRUST3:
blendcolor = V_GetColor(68);
break;
case SKINCOLOR_SUPERRUST4:
blendcolor = V_GetColor(70);
break;
case SKINCOLOR_SUPERRUST5:
blendcolor = V_GetColor(234);
break;
case SKINCOLOR_SUPERTAN1: // Super tan
blendcolor = V_GetColor(80);
break;
case SKINCOLOR_SUPERTAN2:
blendcolor = V_GetColor(82);
break;
case SKINCOLOR_SUPERTAN3:
blendcolor = V_GetColor(84);
break;
case SKINCOLOR_SUPERTAN4:
blendcolor = V_GetColor(87);
break;
case SKINCOLOR_SUPERTAN5:
blendcolor = V_GetColor(247);
break;
default:
blendcolor = V_GetColor(255);
break;
}
while (size--) while (size--)
{ {

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@ -4208,12 +4208,12 @@ void A_SignPlayer(mobj_t *actor)
of in the name. If you have a better idea, feel free of in the name. If you have a better idea, feel free
to let me know. ~toast 2016/07/20 to let me know. ~toast 2016/07/20
*/ */
actor->frame += Color_Opposite[Color_Opposite[skin->prefoppositecolor*2]*2+1]; actor->frame += (15 - Color_Opposite[(Color_Opposite[(skin->prefoppositecolor - 1)*2] - 1)*2 + 1]);
} }
else // Set the sign to be an appropriate background color for this player's skincolor. else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor.
{ {
actor->color = Color_Opposite[actor->target->player->skincolor*2]; actor->color = Color_Opposite[(actor->target->player->skincolor - 1)*2];
actor->frame += Color_Opposite[actor->target->player->skincolor*2+1]; actor->frame += (15 - Color_Opposite[(actor->target->player->skincolor - 1)*2 + 1]);
} }
if (skin->sprites[SPR2_SIGN].numframes) if (skin->sprites[SPR2_SIGN].numframes)

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@ -2280,7 +2280,7 @@ static void P_CheckInvincibilityTimer(player_t *player)
return; return;
if (mariomode && !player->powers[pw_super]) if (mariomode && !player->powers[pw_super])
player->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours player->mo->color = (UINT8)(SKINCOLOR_RUBY + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RUBY))); // Passes through all saturated colours
else if (leveltime % (TICRATE/7) == 0) else if (leveltime % (TICRATE/7) == 0)
{ {
mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP); mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);

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