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Apply brightmaps to translated columns
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@ -661,7 +661,9 @@ void R_DrawTranslatedColumn (void)
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// Thus the "green" ramp of the player 0 sprite
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// is mapped to gray, red, black/indigo.
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*dest = dc_colormap[0][dc_translation[dc_source[frac>>FRACBITS]]];
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// [crispy] brightmaps
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byte src = dc_source[frac>>FRACBITS];
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*dest = dc_colormap[dc_brightmap[src]][dc_translation[src]];
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dest += linesize; // killough 11/98
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frac += fracstep;
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