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fixed CAP_RAY guards

This commit is contained in:
Zeno Rogue 2020-03-21 19:05:17 +01:00
parent 02112cb636
commit c3fdc34f7c
2 changed files with 3 additions and 1 deletions

View File

@ -1140,7 +1140,9 @@ void geometry_information::make_floor_textures_here() {
gv.emplace_back(+1, +1, 1, 1, 1); gv.emplace_back(+1, +1, 1, 1, 1);
gv.emplace_back(-1, +1, 1, 1, 1); gv.emplace_back(-1, +1, 1, 1, 1);
#if CAP_RAY
dynamicval<bool> riu(ray::in_use, false); dynamicval<bool> riu(ray::in_use, false);
#endif
if(1) { if(1) {
current_display->next_shader_flags = GF_VARCOLOR; current_display->next_shader_flags = GF_VARCOLOR;

View File

@ -4563,7 +4563,7 @@ EX void drawthemap() {
for(int m=0; m<motypes; m++) if(isPrincess(eMonster(m))) for(int m=0; m<motypes; m++) if(isPrincess(eMonster(m)))
minf[m].name = princessgender() ? "Princess" : "Prince"; minf[m].name = princessgender() ? "Princess" : "Prince";
#if MAXMDIM >= 4 #if CAP_RAY
ray::in_use = ray::requested(); ray::in_use = ray::requested();
#endif #endif
no_wall_rendering = ray::in_use; no_wall_rendering = ray::in_use;