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engine: imagelib: add LUMP_TEXGAMMA palette kind to only pass HL textures through texgamma, not Quake
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@@ -427,8 +427,18 @@ qboolean Image_LoadMIP( const char *name, const byte *buffer, fs_offset_t filesi
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}
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if( pal_type == PAL_QUAKE1 )
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{
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SetBits( image.flags, IMAGE_QUAKEPAL );
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rendermode = LUMP_NORMAL;
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// if texture was converted from quake to half-life with no palette changes
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// then applying texgamma might make it too dark or even outright broken
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rendermode = LUMP_NORMAL;
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}
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else
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{
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// half-life mips need texgamma applied
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rendermode = LUMP_TEXGAMMA;
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}
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}
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Image_GetPaletteLMP( pal, rendermode );
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