TWINE: fixed wild casting
This commit is contained in:
parent
517248adb8
commit
c8183e2926
1 changed files with 1 additions and 1 deletions
|
@ -237,7 +237,7 @@ void Redraw::redrawEngineActions(int32 bgRedraw) { // fullRedraw
|
|||
ActorStruct *actor = _engine->_scene->getActor(modelActorPos);
|
||||
actor->dynamicFlags.bIsVisible = 0; // reset visible state
|
||||
|
||||
if (_engine->_grid->useCellingGrid == -1 || actor->y <= (*(const int16 *)(_engine->_grid->cellingGridIdx * 24 + (const int8 *)_engine->_scene->sceneZones + 8))) {
|
||||
if (_engine->_grid->useCellingGrid == -1 || actor->y <= _engine->_scene->sceneZones[_engine->_grid->cellingGridIdx].topRight.y) {
|
||||
// no redraw required
|
||||
if (actor->staticFlags.bIsBackgrounded && bgRedraw == 0) {
|
||||
// get actor position on screen
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue