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authorTorbjörn Andersson2004-02-22 16:31:32 +0000
committerTorbjörn Andersson2004-02-22 16:31:32 +0000
commite40e3dd530cd03503ca64893752e227d362d992c (patch)
treef49f34f6a791fcf3f20bfbca2571b424ccec823f /sword1/screen.cpp
parent3fb6d8e63da8e829e452da8cbf82d1085494857a (diff)
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Cody56's fix for a minor graphics glitch.
<Cody56> but don't commit it to the 0.6.0 branch svn-id: r12993
Diffstat (limited to 'sword1/screen.cpp')
-rw-r--r--sword1/screen.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/sword1/screen.cpp b/sword1/screen.cpp
index dba1a77fce..3f3e0f3e3b 100644
--- a/sword1/screen.cpp
+++ b/sword1/screen.cpp
@@ -737,7 +737,7 @@ void Screen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, u
*pSprX = (uint16)sprX;
*pSprY = (uint16)sprY;
- if (*pSprWidth && *pSprHeight && !_fullRefresh) {
+ if (*pSprWidth && *pSprHeight) {
// sprite will be drawn, so mark it in the grid buffer (we don't need to keep
// track of changed blocks if we're going to do a full refresh, anyways.
uint16 gridH = (*pSprHeight + (sprY & (SCRNGRID_Y - 1)) + (SCRNGRID_Y - 1)) / SCRNGRID_Y;