Skip to content

Commit

Permalink
Lighter drop shadow when monster sprite is fullbright
Browse files Browse the repository at this point in the history
  • Loading branch information
bradharding committed Oct 29, 2023
1 parent 73da74c commit b2938ac
Show file tree
Hide file tree
Showing 2 changed files with 6 additions and 0 deletions.
1 change: 1 addition & 0 deletions releasenotes.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@
* Rocket explosions are now randomly mirrored.
* Monsters now only become non-solid at the end of their death sequence rather than at the start.
* The crosshair is now displayed correctly when the `crosshair` CVAR is `on` and the `r_hud_translucency` CVAR is `off`.
* The shadow cast by a monster is now slightly lighter as they fire a projectile and the `r_shadows` CVAR is `on`.

![](https://github.com/bradharding/www.doomretro.com/raw/master/wiki/bigdivider.png)

Expand Down
5 changes: 5 additions & 0 deletions src/r_things.c
Original file line number Diff line number Diff line change
Expand Up @@ -517,6 +517,11 @@ static void R_DrawVisSpriteWithShadow(const vissprite_t *vis)

if (flags & MF_FUZZ)
dc_black33 = &tinttab15[dc_black << 8];
else if ((mobj->frame & FF_FULLBRIGHT) && r_sprites_translucency)
{
dc_black33 = &tinttab25[dc_black << 8];
dc_black40 = &tinttab30[dc_black << 8];
}
else if ((mobj->flags2 & MF2_TRANSLUCENT_33) && r_sprites_translucency)
{
dc_black33 = &tinttab10[dc_black << 8];
Expand Down

0 comments on commit b2938ac

Please sign in to comment.