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	fixed skulls' eyes in 2D
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		| @@ -1601,6 +1601,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col | |||||||
|       const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase); |       const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase); | ||||||
|       queuepoly(VBS, shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF)); |       queuepoly(VBS, shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF)); | ||||||
|       if(DIM == 2) queuepoly(VHEAD, shSkull, darkena(0xFFFFFF, 0, 0xFF)); |       if(DIM == 2) queuepoly(VHEAD, shSkull, darkena(0xFFFFFF, 0, 0xFF)); | ||||||
|  |       if(DIM == 2) queuepoly(VHEAD1, shSkullEyes, 0x000000FF); | ||||||
|       humanoid_eyes(V, 0x000000FF, 0xFFFFFFFF);       |       humanoid_eyes(V, 0x000000FF, 0xFFFFFFFF);       | ||||||
|       ShadowV(V, shSkeletonBody); |       ShadowV(V, shSkeletonBody); | ||||||
|       queuepoly(VBS, shSabre, 0xFFFFFFFF); |       queuepoly(VBS, shSabre, 0xFFFFFFFF); | ||||||
|   | |||||||
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