diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index f76730baa..27976ecdc 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -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);