Knights of Valour sprite alignment fix. This should resolve a graphical issue JackC pointed out to me ages ago. Will someone else please test to make sure I didn't re-introduce the crash bug in dmnfront?

This commit is contained in:
iq_132 2012-04-03 04:15:25 +00:00
parent 2b173db380
commit 7018449fef
1 changed files with 3 additions and 4 deletions

View File

@ -154,18 +154,17 @@ static void pgm_draw_sprite_nozoom(INT32 wide, INT32 high, INT32 palt, INT32 bof
}
}
if (yoff >= 0 && yoff < nScreenHeight && xpos >= 0 && (xpos + wide + 8) < nScreenWidth)
if (yoff >= 0 && yoff < nScreenHeight && xpos >= 0 && (xpos + wide) < nScreenWidth)
{
for (INT32 xcnt = 0; xcnt < wide; xcnt+=8)
{
if (flipx) {
xoff = xpos + (wide - xcnt);
xoff = xpos + ((wide - 8) - xcnt);
} else {
xoff = xpos + xcnt;
}
aoffset += drawsprite[bdata[boffset & bdatasize]](dest + xoff, pdest + xoff, PGMSPRColROM + (aoffset & nPGMSPRColMaskLen), palt, prio);
boffset++;
}
} else {
@ -182,7 +181,7 @@ static void pgm_draw_sprite_nozoom(INT32 wide, INT32 high, INT32 palt, INT32 bof
}
if (flipx) {
xoff = xpos + (wide - xcnt);
xoff = xpos + (wide - xcnt) - 1;
if (xoff < -7 || xoff >= nScreenWidth+8) {
aoffset += sprmsktab[msk];