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fixed a graphical issue with water next to chasm (the water tile looked as if it was a floor)

This commit is contained in:
Zeno Rogue 2018-08-31 19:09:45 +02:00
parent 00937fff3c
commit eda3f04a39

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@ -4580,6 +4580,8 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
}
// wall between lake and chasm -- no Escher here
if(chasmg == 1) forCellIdEx(c2, i, c) if(chasmgraph(c2) == 2) {
dynamicval<qfloorinfo> qfib(qfi, qfi);
set_floor(shFullFloor);
placeSidewall(c, i, SIDE_LAKE, V, 0x202030FF);
placeSidewall(c, i, SIDE_LTOB, V, 0x181820FF);
placeSidewall(c, i, SIDE_BTOI, V, 0x101010FF);