diff UI/UICharacter.cpp @ 1978:2233efdc8d00

fixing wrong shape of element being enchanted in inventory
author Grumpy7
date Mon, 28 Oct 2013 20:29:53 -0700
parents a86c60679949
children c1c74df0a33e
line wrap: on
line diff
--- a/UI/UICharacter.cpp	Mon Oct 28 00:57:37 2013 -0700
+++ b/UI/UICharacter.cpp	Mon Oct 28 20:29:53 2013 -0700
@@ -1575,12 +1575,13 @@
     v17 = uCellX + ((v15 - pTexture->uTextureWidth) >> 1) + pSRZBufferLineOffsets[uCellY + (( (int)((pTexture->uTextureHeight - 14) & 0xFFFFFFE0) - pTexture->uTextureHeight + 32) >> 1)];   //added typecast. without it the value in the brackets got cat to unsigned which messed stuff up
     if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].uAttributes & 0xF0)
     {
+      Texture *loadedTextureptr = nullptr;
       switch (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].uAttributes & 0xF0)
       {
-        case ITEM_AURA_EFFECT_RED:    pTexture = pIcons_LOD->LoadTexturePtr("sptext01", TEXTURE_16BIT_PALETTE); break;
-        case ITEM_AURA_EFFECT_BLUE:   pTexture = pIcons_LOD->LoadTexturePtr("sp28a", TEXTURE_16BIT_PALETTE);    break;
-        case ITEM_AURA_EFFECT_GREEN:  pTexture = pIcons_LOD->LoadTexturePtr("sp30a", TEXTURE_16BIT_PALETTE);    break;
-        case ITEM_AURA_EFFECT_PURPLE: pTexture = pIcons_LOD->LoadTexturePtr("sp91a", TEXTURE_16BIT_PALETTE);    break;
+        case ITEM_AURA_EFFECT_RED:    loadedTextureptr = pIcons_LOD->LoadTexturePtr("sptext01", TEXTURE_16BIT_PALETTE); break;
+        case ITEM_AURA_EFFECT_BLUE:   loadedTextureptr = pIcons_LOD->LoadTexturePtr("sp28a", TEXTURE_16BIT_PALETTE);    break;
+        case ITEM_AURA_EFFECT_GREEN:  loadedTextureptr = pIcons_LOD->LoadTexturePtr("sp30a", TEXTURE_16BIT_PALETTE);    break;
+        case ITEM_AURA_EFFECT_PURPLE: loadedTextureptr = pIcons_LOD->LoadTexturePtr("sp91a", TEXTURE_16BIT_PALETTE);    break;
       }
       _50C9A8_item_enchantment_timer -= pEventTimer->uTimeElapsed;
       if (_50C9A8_item_enchantment_timer <= 0)
@@ -1589,7 +1590,8 @@
         LOBYTE(player->pInventoryItemList[player->pInventoryMatrix[i] - 1].uAttributes) &= 0xF;
         ptr_50C9A4_ItemToEnchant = 0;
       }
-      pRenderer->DrawAura(uCellX, uCellY, pTexture, pTexture, GetTickCount() * 0.1, 0, 255);
+
+      pRenderer->DrawAura(uCellX, uCellY, pTexture, loadedTextureptr, GetTickCount() * 0.1, 0, 255);
       ZBuffer_Fill(&pRenderer->pActiveZBuffer[v17], item_texture_id, player->pInventoryMatrix[i]);
     }
     else