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@ -842,7 +842,6 @@ void DrawDungeon(const Surface &out, Point tilePosition, Point targetBufferPosit
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if (DebugVision && IsTileLit(tilePosition)) { |
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CelClippedDrawTo(out, targetBufferPosition, *pSquareCel, 1); |
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} |
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DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition; |
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#endif |
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if (MissilePreFlag) { |
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@ -978,6 +977,9 @@ void DrawTileContent(const Surface &out, Point tilePosition, Point targetBufferP
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for (int i = 0; i < rows; i++) { |
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for (int j = 0; j < columns; j++) { |
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if (InDungeonBounds(tilePosition)) { |
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#ifdef _DEBUG |
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DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition; |
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#endif |
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if (tilePosition.x + 1 < MAXDUNX && tilePosition.y - 1 >= 0 && targetBufferPosition.x + TILE_WIDTH <= gnScreenWidth) { |
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// Render objects behind walls first to prevent sprites, that are moving
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// between tiles, from poking through the walls as they exceed the tile bounds.
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