------------------------------------------------------------------------ r2519 | helixhorned | 2012-03-22 15:48:06 -0700 (Thu, 22 Mar 2012) | 1 line Rather trivial changes in engine.c and crc32.c. ------------------------------------------------------------------------ r2518 | helixhorned | 2012-03-22 15:47:47 -0700 (Thu, 22 Mar 2012) | 1 line Make 'nofloorpalrange' def token affect HUD weapons. ------------------------------------------------------------------------ r2517 | helixhorned | 2012-03-22 15:47:29 -0700 (Thu, 22 Mar 2012) | 6 lines New game def token "nofloorpal ", disabling sprites taking on floor pals. It has always annoyed me how floors with "shirt-color" type palookups like 21 affected the color of its containing sprites and HUD-drawn stuff. This commit allows one to specify an inclusive range of pals for which this should be disabled for sprites (but not for HUD stuff, yet). ------------------------------------------------------------------------ r2516 | helixhorned | 2012-03-22 15:47:13 -0700 (Thu, 22 Mar 2012) | 1 line Remove global 'uint8_t *anim_pal' which was only used once as a temporary. ------------------------------------------------------------------------ r2515 | helixhorned | 2012-03-22 15:46:56 -0700 (Thu, 22 Mar 2012) | 1 line In Mapster32, remove ReadGamePalette() and GAMEpalette[] and use engine's palette[]. ------------------------------------------------------------------------ r2514 | helixhorned | 2012-03-22 15:46:39 -0700 (Thu, 22 Mar 2012) | 3 lines Make engine.c's loadpalette return -1 if palette.dat is not found. ... and initengine now returns 1 if loadpalette() fails. ------------------------------------------------------------------------ r2513 | helixhorned | 2012-03-22 15:46:23 -0700 (Thu, 22 Mar 2012) | 1 line editor: Factor out 'rainbow' drawing code and use bytesperline instead of xdimen. ------------------------------------------------------------------------ r2512 | helixhorned | 2012-03-22 15:46:07 -0700 (Thu, 22 Mar 2012) | 1 line Comment out computergetinput() and children, which are unused since ng netcode. ------------------------------------------------------------------------ r2511 | helixhorned | 2012-03-22 15:45:41 -0700 (Thu, 22 Mar 2012) | 1 line In in-game overhead map, don't draw invisible extended floors. ------------------------------------------------------------------------