Fix TA menu face using incorrect coordinates
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5beb1619d5
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1 changed files with 4 additions and 10 deletions
14
src/m_menu.c
14
src/m_menu.c
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@ -5706,18 +5706,12 @@ INT32 MR_StartGrandPrix(INT32 choice)
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// Drawing function for Time Attack
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void MD_DrawTimeAttackMenu(void)
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{
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INT32 i, x, y;
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SINT8 preset = G_RecordPresetIndex();
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// draw menu (everything else goes on top of it)
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// Sadly we can't just use generic mode menus because we need some extra hacks
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x = currentMenu->x;
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y = currentMenu->y;
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// Character face!
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{
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UINT8 *colormap = R_GetTranslationColormap(cv_chooseskin.value, cv_playercolor[0].value, GTC_MENUCACHE);
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V_DrawMappedPatch(BASEVIDWIDTH-x - SHORT(faceprefix[cv_chooseskin.value][FACE_WANTED]->width), y, 0, faceprefix[cv_chooseskin.value][FACE_WANTED], colormap);
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V_DrawMappedPatch(BASEVIDWIDTH - menudefs[MN_SP_TIMEATTACK].x - SHORT(faceprefix[cv_chooseskin.value][FACE_WANTED]->width), menudefs[MN_SP_TIMEATTACK].y, 0, faceprefix[cv_chooseskin.value][FACE_WANTED], colormap);
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}
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MD_DrawGenericMenu();
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@ -5773,10 +5767,10 @@ void MD_DrawTimeAttackMenu(void)
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return;
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menu_t *menu = &menudefs[MN_SP_TIMEATTACK];
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for (i = 0; i < menu->numitems; i++)
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for (INT32 i = 0; i < menu->numitems; i++)
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{
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x = menu->x + menu->menuitems[i].x;
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y = menu->y + M_GetItemAbsY(menu, i);
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INT32 x = menu->x + menu->menuitems[i].x;
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INT32 y = menu->y + M_GetItemAbsY(menu, i);
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if (y < 128)
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M_DrawMenuItem(&menu->menuitems[i], x, y, V_TRANSLUCENT|MENUCAPS, false);
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}
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