From b8db3e2216df8379344300e5979945e5c6e4d37e Mon Sep 17 00:00:00 2001
From: Jaime Passos <lazymyuutsu@gmail.com>
Date: Wed, 4 Mar 2020 09:42:34 -0300
Subject: [PATCH] Fix NiGHTS Attack crash after render mode change

---
 src/m_menu.c | 5 ++---
 1 file changed, 2 insertions(+), 3 deletions(-)

diff --git a/src/m_menu.c b/src/m_menu.c
index 72e2d57e0b..e0becdff1b 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);
-- 
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