fixed the monster color in the minimap for Dragons etc

This commit is contained in:
Zeno Rogue
2019-09-12 22:50:08 +02:00
parent 8c21e450b0
commit dd212d756b
7 changed files with 30 additions and 28 deletions
+3 -3
View File
@@ -1207,11 +1207,11 @@ void draw_ghost_at(ghost& ghost, cell *w, const transmatrix& V, ghostmoment& p)
dynamicval<charstyle> x(getcs(), ghost.cs);
if(ghost.cs.charid == -1) {
dynamicval<bool> pc(peace::on, true);
drawMonsterType(eMonster(ghost.cs.uicolor), w, V, ghost.cs.dresscolor, uchar_to_frac(p.footphase));
drawMonsterType(eMonster(ghost.cs.uicolor), w, V, ghost.cs.dresscolor, uchar_to_frac(p.footphase), NOCOLOR);
return;
}
drawMonsterType(moPlayer, w, V, 0, uchar_to_frac(p.footphase));
drawMonsterType(moPlayer, w, V, 0, uchar_to_frac(p.footphase), NOCOLOR);
}
bool ghost_finished(ghost& ghost) {
@@ -1273,7 +1273,7 @@ void drawStats() {
for(int i=0; i<multi::players; i++) {
dynamicval<int> d(multi::cpid, i);
drawMonsterType(moPlayer, shmup::pc[i]->base, racerel(race_finish_tick[i] ? 100 : get_percentage(i)), 0xFFFFFFC0, shmup::pc[i]->footphase);
drawMonsterType(moPlayer, shmup::pc[i]->base, racerel(race_finish_tick[i] ? 100 : get_percentage(i)), 0xFFFFFFC0, shmup::pc[i]->footphase, NOCOLOR);
}
quickqueue();