From bc7389327a82d88926e6d773f862b85a7e2e27ad Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Tue, 9 Aug 2016 13:59:31 +0100 Subject: [PATCH] Mario invincibility colours now span solely the saturated colours (no white to black, no peach, no brown) --- src/g_game.c | 2 +- src/p_user.c | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/g_game.c b/src/g_game.c index b92ad8dd4..70b963912 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -4350,7 +4350,7 @@ void G_GhostTicker(void) g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4); break; case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer) - g->mo->color = (UINT8)(leveltime % MAXSKINCOLORS); + g->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours break; default: break; diff --git a/src/p_user.c b/src/p_user.c index b85e83d78..89ef6a3ad 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -2111,7 +2111,7 @@ static void P_CheckInvincibilityTimer(player_t *player) return; if (mariomode && !player->powers[pw_super]) - player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))); + player->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours else if (leveltime % (TICRATE/7) == 0) { mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);