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authorXavier Del Campo Romero <xavi.dcr@tutanota.com>2022-02-08 15:39:56 +0100
committerXavier Del Campo Romero <xavi.dcr@tutanota.com>2022-03-30 08:20:21 +0200
commit3d90015c627f05edd32260758581a0e11c269948 (patch)
treecef420e393d030cebc4f0b4870b6107fe972acab /src/resource
parentdf2ecf50e0679f7792f0d356de51d16b56049110 (diff)
downloadrts-3d90015c627f05edd32260758581a0e11c269948.tar.gz
Replace x_get functions with macros
The PS1 port relies on a heap for primitives since the GPU renders the scene asynchronously. However, SDL-based platforms render primitives synchronously, so structures can be allocated on the stack instead.
Diffstat (limited to 'src/resource')
-rw-r--r--src/resource/src/resource.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/resource/src/resource.c b/src/resource/src/resource.c
index dd59bac..ae0b528 100644
--- a/src/resource/src/resource.c
+++ b/src/resource/src/resource.c
@@ -61,9 +61,9 @@ int resource_render(const struct resource *const res,
if (!in->alive)
return 0;
- struct sprite *const s = sprite_get();
+ sprite_get_or_ret(s, -1);
- if (!s || sprite_clone(&resource_sprites[res->type], s))
+ if (sprite_clone(&resource_sprites[res->type], s))
return -1;
if (res->type == RESOURCE_TYPE_GOLD)