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initial color of laserSight #38

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KangaRoo1372 opened this issue Aug 15, 2024 · 1 comment
Open

initial color of laserSight #38

KangaRoo1372 opened this issue Aug 15, 2024 · 1 comment

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@KangaRoo1372
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KangaRoo1372 commented Aug 15, 2024

Hello guys,

First of all, I would like to express my appreciation to all the people who have worked on this repository in the past few years and improved the best game of all time :) big respect especially goes to ahockersten, who has added many improvements recently.

Anyway, I opened this issue because I would like to point out on one more thing which I think would be cool to change. It is not a bug or anything that affects the gameplay much, but I think it would be nice to improve it too.

Namely, I noticed that laserSight (used in e.g. rifle) is drawn with color indices 83-84 and this thing is hardcoded (see line 597 in the "blit.cpp" file). Same colors (precisely 82-84) are also used to "draw blood stains" (in simple terms ofc) on the map when blood stains on dirt (see line 49 in the "bobject.cpp" file).

I think it would be nice to change the initial color for laserSight to another one (I think the most suitable would be one of the "undefined" ones, e.g. 104 or 245), because currently, if you want to change the color of laserSight in your own TC / gfx mod (which can be done by changing the palette), the color of blood spots drawn over dirt pixels also changes respectively. I think it would be good to separate these two things, so that these parameters (color of "blood stains on dirt" and initial color of laserSight) could be modified independently.

Alternatively, you could also consider making the laserSight color dependent on the colorBullets parameter of the weapon (like it is done for the laser beam for laser weapon - see line 524 in the "viewport.cpp" file). Imo that would be quite interesting, because it would allow different laserSight colors for different weapons (e.g. different for rifle, different for handgun etc.), which I think would diversify the gameplay.

As I mentioned above, this is not a bug neither a necessary thing to change, so if you find it useless, feel free to close this issue. ;)

@grawlinson
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That's a neat idea. Thanks for opening the issue. :)

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