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Tint the designations based on type, similar to DF (#186)
* Tint the designations based on type, similar to DF Signed-off-by: Myk <myk.taylor@gmail.com>
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SpriteObjects.cpp

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@@ -1023,6 +1023,15 @@ void c_sprite::assemble_world_offset(int x, int y, int z, int plateoffset, Tile
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}
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ALLEGRO_COLOR shade_color = shadeAdventureMode(get_color(b), b->fog_of_war, b->designation.bits.outside);
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if (ssConfig.show_designations && containsDesignations(b->designation, b->occ)) {
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if (b->occ.bits.dig_auto) { shade_color = al_map_rgba(0, 255, 127, 127); }
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if (b->occ.bits.dig_marked) {
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shade_color = al_map_rgba(0, 127, 255, 127);
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if (b->occ.bits.dig_auto) {
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shade_color = partialBlend(shade_color, al_map_rgba(0, 255, 127, 127), 25);
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}
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}
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}
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if(chop && ( halftile == HALFPLATECHOP)) {
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if(shade_color.a > 0.001f) {
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b->AssembleSprite(

docs/changelog.txt

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@@ -42,6 +42,7 @@ Template for new versions:
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## Fixes
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## Misc Improvements
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- `stonesense`: different types of dig designations (normal, blueprint, autodig) now are distinctly tinted, similar to the vanilla DF interface
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## Removed
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