Merge branch 'sp-savegame-continue-crash-fix' into 'master'

SP savegame continues icon crash

See merge request STJr/SRB2!290
This commit is contained in:
Monster Iestyn 2018-10-08 09:20:45 -04:00
commit 1049f3451a

View file

@ -653,14 +653,10 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_
// //
void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skincolor) void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skincolor)
{ {
if (skins[skinnum].flags & SF_HIRES if (skinnum < 0 || skinnum >= numskins || (skins[skinnum].flags & SF_HIRES))
#ifdef HWRENDER V_DrawScaledPatch(x - 10, y - 14, flags, W_CachePatchName("CONTINS", PU_CACHE)); // Draw a star
// || (rendermode != render_soft && rendermode != render_none)
#endif
)
V_DrawScaledPatch(x - 10, y - 14, flags, W_CachePatchName("CONTINS", PU_CACHE));
else else
{ { // Find front angle of the first waiting frame of the character's actual sprites
spriteframe_t *sprframe = &skins[skinnum].spritedef.spriteframes[2 & FF_FRAMEMASK]; spriteframe_t *sprframe = &skins[skinnum].spritedef.spriteframes[2 & FF_FRAMEMASK];
patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE); patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
const UINT8 *colormap = R_GetTranslationColormap(skinnum, skincolor, GTC_CACHE); const UINT8 *colormap = R_GetTranslationColormap(skinnum, skincolor, GTC_CACHE);