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More hw_md2 merge errors; re-enable interpolation code block
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1 changed files with 3 additions and 5 deletions
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@ -765,8 +765,6 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
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// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
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GLMipmap_t *grmip, *newmip;
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(void)skinnum;
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if (colormap == colormaps || colormap == NULL)
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{
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// Don't do any blending
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@ -1000,7 +998,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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//FIXME: this is not yet correct
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frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames;
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#if 0
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if (cv_grmd2.value == 1 && tics <= durs)
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{
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// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
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@ -1014,14 +1012,14 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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}
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else
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{
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if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL)
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if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
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&& !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND]))
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{
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const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
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next = &md2->model->frames[nextframe];
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}
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}
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}
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#endif
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//Hurdler: it seems there is still a small problem with mobj angle
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p.x = FIXED_TO_FLOAT(spr->mobj->x);
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