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Fix NiGHTS Attack crash after render mode change
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1 changed files with 2 additions and 3 deletions
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@ -5740,6 +5740,8 @@ static void M_DrawNightsAttackSuperSonic(void)
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const UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_YELLOW, GTC_CACHE);
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INT32 timer = (ntsatkdrawtimer/4) % 2;
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angle_t fa = (FixedAngle(((ntsatkdrawtimer * 4) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
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ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH);
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ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH);
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V_DrawFixedPatch(235<<FRACBITS, (120<<FRACBITS) - (8*FINESINE(fa)), FRACUNIT, 0, ntssupersonic[timer], colormap);
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}
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@ -9978,9 +9980,6 @@ static void M_NightsAttack(INT32 choice)
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// This is really just to make sure Sonic is the played character, just in case
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M_PatchSkinNameTable();
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ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH);
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ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH);
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G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching
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titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please
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M_SetupNextMenu(&SP_NightsAttackDef);
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