Fix the Save Select platter drawing for the new player signpost art.

This might LOOK like an unrelated change, but it needs a new player.dta, so might as well keep that all localised!
This commit is contained in:
toaster 2019-09-11 13:32:12 +01:00
parent ab1472bfc1
commit fe7e374e3b
1 changed files with 6 additions and 8 deletions

View File

@ -7055,7 +7055,7 @@ static void M_DrawLoadGameData(void)
}
}
y -= 13;
y -= 4;
// character heads, lives, and continues
{
@ -7064,7 +7064,7 @@ static void M_DrawLoadGameData(void)
patch_t *patch;
UINT8 *colormap = NULL;
INT32 tempx = (x+40)<<FRACBITS, tempy = y<<FRACBITS, flip = 0, calc;
INT32 tempx = (x+40)<<FRACBITS, flip = 0;
// botskin first
if (savegameinfo[savetodraw].botskin)
@ -7079,13 +7079,13 @@ static void M_DrawLoadGameData(void)
V_DrawFixedPatch(
tempx + (18<<FRACBITS),
tempy - (4<<FRACBITS),
y<<FRACBITS,
charbotskin->highresscale,
0, patch, colormap);
Z_Free(colormap);
tempx -= (15<<FRACBITS);
tempx -= (20<<FRACBITS);
flip = V_FLIP;
}
skipbot:
@ -7098,17 +7098,15 @@ skipbot:
goto skipsign;
sprframe = &sprdef->spriteframes[0];
patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
if ((calc = SHORT(patch->topoffset) - 42) > 0)
tempy += ((4+calc)<<FRACBITS);
V_DrawFixedPatch(
tempx,
tempy,
y<<FRACBITS,
charskin->highresscale,
flip, patch, colormap);
skipsign:
y += 25;
y += 16;
tempx = x + 10;
if (savegameinfo[savetodraw].lives != INFLIVES