Tighten alt_textures test
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@ -312,9 +312,10 @@ static void draw_cloaked_object(const vcobjptr_t obj,g3s_lrgb light,glow_values_
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if (fading)
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if (fading)
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#endif
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#endif
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{
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{
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if ( obj->rtype.pobj_info.alt_textures > 0 )
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const unsigned ati = static_cast<unsigned>(obj->rtype.pobj_info.alt_textures) - 1;
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if (ati < multi_player_textures.size())
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{
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{
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alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
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alt_textures = multi_player_textures[ati];
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}
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}
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}
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}
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@ -462,8 +463,9 @@ static void draw_polygon_object(const vobjptridx_t obj)
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draw_cloaked_object(obj,light,engine_glow_value, GameTime64-F1_0*10, GameTime64+F1_0*10);
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draw_cloaked_object(obj,light,engine_glow_value, GameTime64-F1_0*10, GameTime64+F1_0*10);
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} else {
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} else {
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alternate_textures alt_textures;
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alternate_textures alt_textures;
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if ( obj->rtype.pobj_info.alt_textures > 0 )
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const unsigned ati = static_cast<unsigned>(obj->rtype.pobj_info.alt_textures) - 1;
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alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
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if (ati < multi_player_textures.size())
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alt_textures = multi_player_textures[ati];
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#if defined(DXX_BUILD_DESCENT_II)
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#if defined(DXX_BUILD_DESCENT_II)
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// Snipers get bright when they fire.
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// Snipers get bright when they fire.
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