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Merge branch 'sp-savegame-continue-crash-fix' into 'master'
SP savegame continues icon crash See merge request STJr/SRB2!290
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commit
1049f3451a
1 changed files with 3 additions and 7 deletions
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@ -653,14 +653,10 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_
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//
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//
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void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skincolor)
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void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skincolor)
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{
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{
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if (skins[skinnum].flags & SF_HIRES
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if (skinnum < 0 || skinnum >= numskins || (skins[skinnum].flags & SF_HIRES))
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#ifdef HWRENDER
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V_DrawScaledPatch(x - 10, y - 14, flags, W_CachePatchName("CONTINS", PU_CACHE)); // Draw a star
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// || (rendermode != render_soft && rendermode != render_none)
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#endif
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)
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V_DrawScaledPatch(x - 10, y - 14, flags, W_CachePatchName("CONTINS", PU_CACHE));
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else
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else
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{
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{ // Find front angle of the first waiting frame of the character's actual sprites
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spriteframe_t *sprframe = &skins[skinnum].spritedef.spriteframes[2 & FF_FRAMEMASK];
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spriteframe_t *sprframe = &skins[skinnum].spritedef.spriteframes[2 & FF_FRAMEMASK];
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patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
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patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
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const UINT8 *colormap = R_GetTranslationColormap(skinnum, skincolor, GTC_CACHE);
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const UINT8 *colormap = R_GetTranslationColormap(skinnum, skincolor, GTC_CACHE);
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