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fixed skulls' eyes in 2D

This commit is contained in:
Zeno Rogue 2019-05-13 14:22:20 +02:00
parent 3bad1aebae
commit 47ffff2e1d

View File

@ -1601,7 +1601,8 @@ 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));
humanoid_eyes(V, 0x000000FF, 0xFFFFFFFF); if(DIM == 2) queuepoly(VHEAD1, shSkullEyes, 0x000000FF);
humanoid_eyes(V, 0x000000FF, 0xFFFFFFFF);
ShadowV(V, shSkeletonBody); ShadowV(V, shSkeletonBody);
queuepoly(VBS, shSabre, 0xFFFFFFFF); queuepoly(VBS, shSabre, 0xFFFFFFFF);
return false; return false;