* This variant checks for of screen element on the lower screen * This function it self causes rendering issues since it will render on top of objects on the other side of walls * @brief Re render tile to workaround sorting issues with players walking east/west * @param y dPiece coordinate * @param x dPiece coordinate * @param sx Back buffer coordinate * @param sy Back buffer coordinat
| 552 | * @param sy Back buffer coordinate |
| 553 | */ |
| 554 | static void scrollrt_draw_e_flag(int x, int y, int sx, int sy) |
| 555 | { |
| 556 | int lti_old, cta_old, lpi_old; |
| 557 | |
| 558 | lti_old = light_table_index; |
| 559 | cta_old = cel_transparency_active; |
| 560 | lpi_old = level_piece_id; |
| 561 | |
| 562 | drawRow(x, y, sx, sy, 0); |
| 563 | |
| 564 | light_table_index = lti_old; |
| 565 | cel_transparency_active = cta_old; |
| 566 | level_piece_id = lpi_old; |
| 567 | } |
| 568 | |
| 569 | /** |
| 570 | * @brief Draw item for a given tile |
no test coverage detected