Attempts to fix crashes in level transition
This commit is contained in:
parent
94cdda9e3c
commit
93f05fd5c7
9
rc.c
9
rc.c
|
@ -2911,6 +2911,7 @@ if (s->id == P_PUFF) printf("PUFF WITH DOOMCOUNT!\n");
|
|||
player->climbing = B_FALSE;
|
||||
player->netting = B_FALSE;
|
||||
player->slamming = B_FALSE;
|
||||
player->jumping = B_FALSE;
|
||||
|
||||
// keep turning towards exit (2 degrees at a time)
|
||||
s->angle += (PCTURN * (M_PI/180));
|
||||
|
@ -3220,6 +3221,10 @@ void drawlevel(void) {
|
|||
setdefaults(cloud);
|
||||
// redo image
|
||||
cloud->img =rotozoomSurfaceXY(imageset[P_PINKCLOUD].img[F_WALK1],0,1,1,0);
|
||||
|
||||
// set player image
|
||||
player->img = imageset[player->id].img[F_SHOOT];
|
||||
|
||||
|
||||
|
||||
// create buffer for player background
|
||||
|
@ -3321,6 +3326,7 @@ void drawlevel(void) {
|
|||
SDL_BlitSurface(temps, &area, screen, &dst);
|
||||
|
||||
// remember area behind player
|
||||
player->img = imageset[player->id].img[F_SHOOT];
|
||||
grabbehind(player, playerbg);
|
||||
grabbehind(cloud, cloudbg);
|
||||
|
||||
|
@ -3384,6 +3390,7 @@ void drawlevel(void) {
|
|||
SDL_BlitSurface(temps, &area, screen, &dst);
|
||||
|
||||
// remember area behind player
|
||||
player->img = imageset[player->id].img[F_SHOOT];
|
||||
grabbehind(player, playerbg);
|
||||
grabbehind(cloud, cloudbg);
|
||||
|
||||
|
@ -3447,6 +3454,7 @@ void drawlevel(void) {
|
|||
SDL_BlitSurface(temps, &area, screen, &dst);
|
||||
|
||||
// remember area behind player
|
||||
player->img = imageset[player->id].img[F_SHOOT];
|
||||
grabbehind(player, playerbg);
|
||||
grabbehind(cloud, cloudbg);
|
||||
|
||||
|
@ -3512,6 +3520,7 @@ void drawlevel(void) {
|
|||
// remember area behind player
|
||||
|
||||
|
||||
player->img = imageset[player->id].img[F_SHOOT];
|
||||
grabbehind(player, playerbg);
|
||||
grabbehind(cloud, cloudbg);
|
||||
|
||||
|
|
Loading…
Reference in New Issue