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@ -770,17 +770,15 @@ void DrawDungeon(const Surface &out, Point tilePosition, Point targetBufferPosit
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} |
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if (LightTableIndex < LightsMax && bDead != 0) { |
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do { |
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Corpse &corpse = Corpses[(bDead & 0x1F) - 1]; |
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const Point position { targetBufferPosition.x - CalculateWidth2(corpse.width), targetBufferPosition.y }; |
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const ClxSprite sprite = corpse.spritesForDirection(static_cast<Direction>((bDead >> 5) & 7))[corpse.frame]; |
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if (corpse.translationPaletteIndex != 0) { |
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const uint8_t *trn = Monsters[corpse.translationPaletteIndex - 1].uniqueMonsterTRN.get(); |
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ClxDrawTRN(out, position, sprite, trn); |
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} else { |
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ClxDrawLight(out, position, sprite); |
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} |
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} while (false); |
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Corpse &corpse = Corpses[(bDead & 0x1F) - 1]; |
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const Point position { targetBufferPosition.x - CalculateWidth2(corpse.width), targetBufferPosition.y }; |
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const ClxSprite sprite = corpse.spritesForDirection(static_cast<Direction>((bDead >> 5) & 7))[corpse.frame]; |
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if (corpse.translationPaletteIndex != 0) { |
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const uint8_t *trn = Monsters[corpse.translationPaletteIndex - 1].uniqueMonsterTRN.get(); |
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ClxDrawTRN(out, position, sprite, trn); |
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} else { |
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ClxDrawLight(out, position, sprite); |
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} |
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} |
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DrawObject(out, tilePosition, targetBufferPosition, true); |
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DrawItem(out, tilePosition, targetBufferPosition, true); |
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