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-rw-r--r--src/control/Script.cpp1
-rw-r--r--src/render/WeaponEffects.cpp2
2 files changed, 2 insertions, 1 deletions
diff --git a/src/control/Script.cpp b/src/control/Script.cpp
index 18572573..db2c93a3 100644
--- a/src/control/Script.cpp
+++ b/src/control/Script.cpp
@@ -9153,6 +9153,7 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
return 0;
}
case COMMAND_LOAD_END_OF_GAME_TUNE:
+ DMAudio.ChangeMusicMode(MUSICMODE_CUTSCENE);
printf("Start preload end of game audio\n");
DMAudio.PreloadCutSceneMusic(STREAMED_SOUND_GAME_COMPLETED);
printf("End preload end of game audio\n");
diff --git a/src/render/WeaponEffects.cpp b/src/render/WeaponEffects.cpp
index 2ed9e662..3101def9 100644
--- a/src/render/WeaponEffects.cpp
+++ b/src/render/WeaponEffects.cpp
@@ -83,7 +83,7 @@ CWeaponEffects::Render(void)
{
float recipz = 1.0f / pos.z;
CSprite::RenderOneXLUSprite(pos.x, pos.y, pos.z,
- gCrossHair.m_fSize * w, gCrossHair.m_fSize * h,
+ gCrossHair.m_fSize * w, gCrossHair.m_fSize * SCREEN_SCALE_AR2(h),
gCrossHair.m_nRed, gCrossHair.m_nGreen, gCrossHair.m_nBlue, 255,
recipz, 255);
}