Add color indexes to 32bpp sprites to make color remaps work
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@@ -84,7 +84,6 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
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void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
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{
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Colour *udst = (Colour *)dst;
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if (pal == PALETTE_TO_TRANSPARENT) {
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do {
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for (int i = 0; i != width; i++) {
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@@ -128,8 +127,8 @@ Sprite *Blitter_32bppSimple::Encode(const SpriteLoader::Sprite *sprite, Allocato
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dst[i].g = src->g;
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dst[i].b = src->b;
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dst[i].a = src->a;
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dst[i].m = 0;
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dst[i].v = 0;
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dst[i].m = this->CM_GetMForRGB(src->r, src->g, src->b);
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dst[i].v = DEFAULT_BRIGHTNESS;
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} else {
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/* Get brightest value */
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uint8 rgb_max = max(src->r, max(src->g, src->b));
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