Merge pull request #8011 from Robyt3/Entities-Unmasked-Fix

Always build switch entities layer when map has switch layer
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archimede67 2024-02-23 22:15:11 +00:00 committed by GitHub
commit e84278d415
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@ -230,7 +230,7 @@ IGraphics::CTextureHandle CMapImages::GetEntities(EMapImageEntityLayerType Entit
for(int n = 0; n < MAP_IMAGE_ENTITY_LAYER_TYPE_COUNT; ++n)
{
bool BuildThisLayer = true;
if(n == MAP_IMAGE_ENTITY_LAYER_TYPE_SWITCH && EntitiesModType != MAP_IMAGE_MOD_TYPE_DDNET && EntitiesModType != MAP_IMAGE_MOD_TYPE_DDRACE)
if(n == MAP_IMAGE_ENTITY_LAYER_TYPE_SWITCH && Layers()->SwitchLayer() == nullptr)
BuildThisLayer = false;
dbg_assert(!m_aaEntitiesTextures[(EntitiesModType * 2) + (int)EntitiesAreMasked][n].IsValid(), "entities texture already loaded when it should not be");
@ -274,11 +274,8 @@ IGraphics::CTextureHandle CMapImages::GetEntities(EMapImageEntityLayerType Entit
}
}
if(EntitiesModType == MAP_IMAGE_MOD_TYPE_DDNET || EntitiesModType == MAP_IMAGE_MOD_TYPE_DDRACE)
{
if(n == MAP_IMAGE_ENTITY_LAYER_TYPE_SWITCH && TileIndex == TILE_SWITCHTIMEDOPEN)
TileIndex = 8;
}
int X = TileIndex % 16;
int Y = TileIndex / 16;