Ok.... I figured it out.  After some debugging I found out that my computer
science teacher in high school is a complete fucking retard.  Sorry but he
is.

He taught us this:

int r,g,b = 255; //makes ints r g b and sets value to 255

when in fact it makes b = 255 and r and g equal whatever they damn well
please.  While debugging I noticed that the values for g and r were like
453432 so I questioned my initialization of them.  Upon setting them to 255
the wicked tint went away and I proceeded to cream my pants.

Evidently opengl took the insane value as 255 but wicked3d doesnt.  Go
figure.  It works now, Im happy and I want to cry. =)

Roachie
----- Original Message -----
From: "Roachfood - the-coming.com" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, April 25, 2002 5:23 PM
Subject: Re: [hlcoders] Wicked3d and Sprites


> bah I think this may come up so as a side note, at the top of the draw
> function i set r,g,b to 255 so there is no funky tint drawn with the
> sprites.
>
> Roachie
> ----- Original Message -----
> From: "Christopher McArthur" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, April 25, 2002 4:02 PM
> Subject: Re: [hlcoders] Wicked3d and Sprites
>
>
> > Are you calling this always from within the "Draw" function of a gHUD
> > element?
> >
> >
> >
> > > SPR_Set(gHUD.GetSprite(m_HUD_manabar), r, b, g);
> > > SPR_Draw(0, x + 23, y + 3, &ManaRect);
> >
> >
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>
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