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Partial fix for hero flag rendering

(-) blue & teal heroes are still gitchy. IDN why ...
This commit is contained in:
AlexVinS 2014-06-21 14:49:38 +04:00
parent ac7703ffb0
commit 2ec8c31558
2 changed files with 4 additions and 1 deletions

View File

@ -267,6 +267,9 @@ void Graphics::loadHeroFlagsDetail(std::pair<std::vector<CDefEssential *> Graphi
SDL_SetColorKey(curImg.bitmap, SDL_SRCCOLORKEY,
SDL_MapRGB(curImg.bitmap->format, 0, 255, 255)
);
#ifndef VCMI_SDL1
SDL_SetSurfaceBlendMode(curImg.bitmap,SDL_BLENDMODE_NONE);
#endif
}
}
}

View File

@ -503,7 +503,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
if(obj->ID != Obj::HERO && !obj->coveringAt(top_tile.x + bx, top_tile.y + by))
continue;
static const int notBlittedInPuzzleMode[] = {124};
static const int notBlittedInPuzzleMode[] = {Obj::HOLE};
//don't print flaggable objects in puzzle mode
if(puzzleMode && (obj->isVisitable() || std::find(notBlittedInPuzzleMode, notBlittedInPuzzleMode+1, obj->ID) != notBlittedInPuzzleMode+1)) //?