From 2d1f927a17f3100489714a0169cd99b7c7b576d2 Mon Sep 17 00:00:00 2001
From: Monster Iestyn <iestynjealous@ntlworld.com>
Date: Mon, 19 Nov 2018 22:12:26 +0000
Subject: [PATCH] Fix the nonsense going on here regarding dc_colormap, this
 makes FOF walls appear strange if they were for a fog block with colormap
 adjacent to a normal sector with a colormap and no FOFs.

...that was a mouthful
---
 src/r_segs.c | 5 +++--
 1 file changed, 3 insertions(+), 2 deletions(-)

diff --git a/src/r_segs.c b/src/r_segs.c
index 58d8a968e8..7fffb39248 100644
--- a/src/r_segs.c
+++ b/src/r_segs.c
@@ -1182,10 +1182,11 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
 				pindex = MAXLIGHTSCALE - 1;
 
 			dc_colormap = walllights[pindex];
-			if (frontsector->extra_colormap)
-				dc_colormap = frontsector->extra_colormap->colormap + (dc_colormap - colormaps);
+
 			if (pfloor->flags & FF_FOG && pfloor->master->frontsector->extra_colormap)
 				dc_colormap = pfloor->master->frontsector->extra_colormap->colormap + (dc_colormap - colormaps);
+			else if (frontsector->extra_colormap)
+				dc_colormap = frontsector->extra_colormap->colormap + (dc_colormap - colormaps);
 
 			// draw the texture
 			colfunc_2s (col);
-- 
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