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fixed drawing runtime elements in native BD engine
author
Holger Schemel
<info@artsoft.org>
Sun, 14 Apr 2024 18:15:40 +0000
(20:15 +0200)
committer
Holger Schemel
<info@artsoft.org>
Sun, 14 Apr 2024 18:15:40 +0000
(20:15 +0200)
src/game_bd/bd_cave.c
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diff --git
a/src/game_bd/bd_cave.c
b/src/game_bd/bd_cave.c
index 8add2cca7b29af9250b0ad604ed635915d5f3b6b..a115cb00111e0266a596c33320086bd6bc687a7d 100644
(file)
--- a/
src/game_bd/bd_cave.c
+++ b/
src/game_bd/bd_cave.c
@@
-1321,8
+1321,8
@@
void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer
{
static int player_blinking = 0;
static int player_tapping = 0;
- int elemmapping[O_MAX];
- int elemdrawing[O_MAX];
+ int elemmapping[O_MAX
_ALL
];
+ int elemdrawing[O_MAX
_ALL
];
int x, y, map, draw;
if (cave->last_direction)
@@
-1346,7
+1346,7
@@
void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer
}
}
- for (x = 0; x < O_MAX; x++)
+ for (x = 0; x < O_MAX
_ALL
; x++)
{
elemmapping[x] = x;
elemdrawing[x] = gd_elements[x].image_game;