Fixed crosshairs for eggventr/lethalj.

This commit is contained in:
Aaron Giles 2008-01-17 06:06:37 +00:00
parent 5fceb8502c
commit 7de11b58a9

View File

@ -33,10 +33,12 @@ static UINT8 blank_palette;
*
*************************************/
INLINE void get_crosshair_xy(int player, int *x, int *y)
INLINE void get_crosshair_xy(running_machine *machine, int player, int *x, int *y)
{
*x = ((readinputport(2 + player * 2) & 0xff) * Machine->screen[0].width) / 255;
*y = ((readinputport(3 + player * 2) & 0xff) * Machine->screen[0].height) / 255;
int width = machine->screen[0].visarea.max_x + 1 - machine->screen[0].visarea.min_x;
int height = machine->screen[0].visarea.max_y + 1 - machine->screen[0].visarea.min_y;
*x = ((readinputport(2 + player * 2) & 0xff) * width) / 255;
*y = ((readinputport(3 + player * 2) & 0xff) * height) / 255;
}
@ -57,14 +59,14 @@ READ16_HANDLER( lethalj_gun_r )
case 4:
case 5:
/* latch the crosshair position */
get_crosshair_xy(offset - 4, &beamx, &beamy);
get_crosshair_xy(Machine, offset - 4, &beamx, &beamy);
gunx = beamx;
guny = beamy;
blank_palette = 1;
break;
case 6:
result = gunx/2;
result = gunx / 2;
break;
case 7: