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Fix color translation tables to not rely on player map arrow colors. #527

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2 changes: 1 addition & 1 deletion prboom2/src/am_map.c
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,7 @@ int mapcolor_frnd; // friendly sprite color
int mapcolor_enemy; // enemy sprite color
int mapcolor_hair; // crosshair color
int mapcolor_sngl; // single player arrow color
int mapcolor_plyr[4] = { 112, 88, 64, 32 }; // colors for player arrows in multiplayer
int mapcolor_plyr[4] = { 112, 96, 64, 176 }; // colors for player arrows in multiplayer

//jff 3/9/98 add option to not show secret sectors until entered
int map_secret_after;
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3 changes: 2 additions & 1 deletion prboom2/src/r_draw.c
Original file line number Diff line number Diff line change
Expand Up @@ -704,6 +704,7 @@ void R_InitTranslationTables (void)
int i, j;
#define MAXTRANS 3
byte transtocolour[MAXTRANS];
byte player_colors[] = {0x70, 0x60, 0x40, 0x20};

// killough 5/2/98:
// Remove dependency of colormaps aligned on 256-byte boundary
Expand All @@ -714,7 +715,7 @@ void R_InitTranslationTables (void)
for (i=0; i<MAXTRANS; i++) transtocolour[i] = 255;

for (i=0; i<MAXPLAYERS; i++) {
byte wantcolour = mapcolor_plyr[i];
byte wantcolour = player_colors[i];
playernumtotrans[i] = 0;
if (wantcolour != 0x70) // Not green, would like translation
for (j=0; j<MAXTRANS; j++)
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