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Fixed a bug where unselected units were too dark.
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@ -1194,7 +1194,7 @@ void display::draw_unit_on_tile(int x, int y, surface unit_image_override,
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const int height_adjust = it->second.is_flying() ? 0 : int(map_.get_terrain_info(terrain).unit_height_adjust()*zoom());
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const double submerge = it->second.is_flying() ? 0.0 : map_.get_terrain_info(terrain).unit_submerge();
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double blend_ratio = 0.25;
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double blend_ratio = 0.0;
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if(loc == advancingUnit_ && it != units_.end()) {
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//the unit is advancing - set the advancing colour to white if it's a
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@ -1205,6 +1205,7 @@ void display::draw_unit_on_tile(int x, int y, surface unit_image_override,
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} else if(it->second.poisoned() /* && highlight_ratio == 1.0 */) {
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//the unit is poisoned - draw with a green hue
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blend_with = rgb(0,255,0);
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blend_ratio = 0.25;
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//highlight_ratio *= 0.75;
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}
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