Update z_message_PAL.c
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02743c0232
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@ -520,7 +520,7 @@ void Message_DrawTextboxIcon(GlobalContext* globalCtx, Gfx** p, s16 x, s16 y) {
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sIconEnvColors[1][0] = 0;
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sIconEnvColors[1][1] = 70;
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sIconEnvColors[1][2] = 255;
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} else if (CVar_GetS32("gGameCubeColors", 0) != 0) {//Probably could emptied I need some testing there, I will do it later.
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} else if (CVar_GetS32("gGameCubeColors", 0) != 0) {//Required else it do not refresh
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sIconPrimColors[0][0] = 4;
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sIconPrimColors[0][1] = 200;
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sIconPrimColors[0][2] = 80;
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@ -624,16 +624,10 @@ void Message_DrawTextboxIcon(GlobalContext* globalCtx, Gfx** p, s16 x, s16 y) {
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gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
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ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
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if (CVar_GetS32("gN64Colors", 0) != 0) { //This method is used to refresh the colors, I will have to redo it I think there is color animation that fail there
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gDPSetPrimColor(gfx++, 0, 0, 0, 70, 255, 255);
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gDPSetEnvColor(gfx++, sIconEnvR, sIconEnvG, sIconEnvB, 255);
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} else if (CVar_GetS32("gGameCubeColors", 0) != 0) {
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gDPSetPrimColor(gfx++, 0, 0, sIconPrimR, sIconPrimG, sIconPrimB, 255);
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gDPSetEnvColor(gfx++, sIconEnvR, sIconEnvG, sIconEnvB, 255);
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} else if (CVar_GetS32("gCustomColors", 0) != 0) {
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gDPSetPrimColor(gfx++, 0, 0, CVar_GetInt("gCCABtnPrimR", 4), CVar_GetInt("gCCABtnPrimG", 200), CVar_GetInt("gCCABtnPrimB", 80), 255);
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gDPSetEnvColor(gfx++, 10, 10, 10, 255);
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}
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gDPSetPrimColor(gfx++, 0, 0, sIconPrimR, sIconPrimG, sIconPrimB, 255);
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gDPSetEnvColor(gfx++, sIconEnvR, sIconEnvG, sIconEnvB, 255);
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gDPLoadTextureBlock_4b(gfx++, iconTexture, G_IM_FMT_I, FONT_CHAR_TEX_WIDTH, FONT_CHAR_TEX_HEIGHT, 0,
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G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
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