diff --git a/src/m_menu.c b/src/m_menu.c index 72e2d57e0b224bc34e1ec2be33e33a1199a109ea..e0becdff1bea83b70034e17633381500179839fd 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -5740,6 +5740,8 @@ static void M_DrawNightsAttackSuperSonic(void) const UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_YELLOW, GTC_CACHE); INT32 timer = (ntsatkdrawtimer/4) % 2; angle_t fa = (FixedAngle(((ntsatkdrawtimer * 4) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK; + ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH); + ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH); V_DrawFixedPatch(235<<FRACBITS, (120<<FRACBITS) - (8*FINESINE(fa)), FRACUNIT, 0, ntssupersonic[timer], colormap); } @@ -9978,9 +9980,6 @@ static void M_NightsAttack(INT32 choice) // This is really just to make sure Sonic is the played character, just in case M_PatchSkinNameTable(); - ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH); - ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH); - G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please M_SetupNextMenu(&SP_NightsAttackDef);