Ensure that game backgrounds that sometimes get drawn with orientation&64 always get drawn with orientation&64 to avoid wasting RAM.

git-svn-id: https://svn.eduke32.com/eduke32@5708 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2016-05-04 00:24:55 +00:00
parent 5c95eb842a
commit 9db5f7e44f

View file

@ -1326,7 +1326,7 @@ static void fadepaltile(int32_t r, int32_t g, int32_t b, int32_t start, int32_t
setpalettefade(r, g, b, end); // have to set to end fade value if we break!
return;
}
rotatesprite_fs(160<<16, 100<<16, 65536L, 0, tile, 0, 0, 2+8+BGSTRETCH);
rotatesprite_fs(160<<16, 100<<16, 65536L, 0, tile, 0, 0, 2+8+64+BGSTRETCH);
G_FadePalette(r, g, b, start);
start += step;
@ -1486,7 +1486,7 @@ void G_DisplayLogo(void)
P_SetGamePalette(g_player[myconnectindex].ps, DREALMSPAL, 8 + 2 + 1); // JBF 20040308
fadepal(0, 0, 0, 0, 252, 28);
flushperms();
rotatesprite_fs(160 << 16, 100 << 16, 65536L, 0, DREALMS, 0, 0, 2 + 8 + BGSTRETCH);
rotatesprite_fs(160 << 16, 100 << 16, 65536L, 0, DREALMS, 0, 0, 2 + 8 + 64 + BGSTRETCH);
nextpage();
fadepaltile(0, 0, 0, 252, 0, -28, DREALMS);
totalclock = 0;