From bbc3d27cee6bccc0979e9c519a7c5c6bb8a8bb2b Mon Sep 17 00:00:00 2001 From: mazmazz Date: Tue, 18 Dec 2018 23:44:38 -0500 Subject: [PATCH] More hw_md2 merge errors; re-enable interpolation code block --- src/hardware/hw_md2.c | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index c29bfe17..6cba468e 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -765,8 +765,6 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT // mostly copied from HWR_GetMappedPatch, hence the similarities and comment GLMipmap_t *grmip, *newmip; - (void)skinnum; - if (colormap == colormaps || colormap == NULL) { // Don't do any blending @@ -1000,7 +998,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) //FIXME: this is not yet correct frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames; -#if 0 + if (cv_grmd2.value == 1 && tics <= durs) { // frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation @@ -1014,14 +1012,14 @@ void HWR_DrawMD2(gr_vissprite_t *spr) } else { - if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL) + if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL + && !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND])) { const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames; next = &md2->model->frames[nextframe]; } } } -#endif //Hurdler: it seems there is still a small problem with mobj angle p.x = FIXED_TO_FLOAT(spr->mobj->x);