TWINE: fixed wild casting
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1 changed files with 1 additions and 1 deletions
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@ -237,7 +237,7 @@ void Redraw::redrawEngineActions(int32 bgRedraw) { // fullRedraw
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ActorStruct *actor = _engine->_scene->getActor(modelActorPos);
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ActorStruct *actor = _engine->_scene->getActor(modelActorPos);
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actor->dynamicFlags.bIsVisible = 0; // reset visible state
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actor->dynamicFlags.bIsVisible = 0; // reset visible state
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if (_engine->_grid->useCellingGrid == -1 || actor->y <= (*(const int16 *)(_engine->_grid->cellingGridIdx * 24 + (const int8 *)_engine->_scene->sceneZones + 8))) {
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if (_engine->_grid->useCellingGrid == -1 || actor->y <= _engine->_scene->sceneZones[_engine->_grid->cellingGridIdx].topRight.y) {
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// no redraw required
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// no redraw required
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if (actor->staticFlags.bIsBackgrounded && bgRedraw == 0) {
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if (actor->staticFlags.bIsBackgrounded && bgRedraw == 0) {
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// get actor position on screen
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// get actor position on screen
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