More post-merge fixes

This commit is contained in:
mazmazz 2019-08-04 21:49:31 -04:00
parent 84c9633579
commit e1e2572357

View file

@ -34,6 +34,7 @@
#include "hw_drv.h"
#include "hw_light.h"
#include "hw_md2.h"
#include "../d_main.h"
#include "../r_bsp.h"
#include "../r_main.h"
#include "../m_misc.h"
@ -831,6 +832,7 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
run?
*/
#if 0
static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *player)
{
UINT8 super = 0, i = 0;
@ -881,6 +883,7 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
return spr2;
}
#endif
#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
@ -1106,7 +1109,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
else
{
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]))
&& !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_WAIT) && spr->mobj->state == &states[S_PLAY_STND]))
{
nextFrame = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames;
//next = &md2->model->meshes[0].frames[nextFrame];
@ -1128,7 +1131,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
p.z = FIXED_TO_FLOAT(spr->mobj->z);
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
sprdef = &((skin_t *)spr->mobj->skin)->spritedef;
sprdef = &((skin_t *)spr->mobj->skin)->sprites[spr->mobj->sprite2];
else
sprdef = &sprites[spr->mobj->sprite];
@ -1139,7 +1142,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
fixed_t anglef = AngleFixed(spr->mobj->angle);
if (spr->mobj->player)
anglef = AngleFixed(spr->mobj->player->frameangle);
anglef = AngleFixed(spr->mobj->player->drawangle);
else
anglef = AngleFixed(spr->mobj->angle);