Game: don't spawn FRAMEEFFECT1 for BOUNCEMINE.

There's no point, really. Since the bouncemine is immobile, the tsprites
will all be overlaid at one point and show the same picture, as far
as I can see. Worse, since r4876, the generated sprites may draw on top
of the actual one. The former have their shade always set to
sprite[t->owner].shade though, and will then appear fully bright (shade
-127, since BOUNCEMINE sets it like this).

This fixes issue number 4 from
http://forums.duke4.net/topic/8042-five-minor-problems-report/

git-svn-id: https://svn.eduke32.com/eduke32@5316 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2015-08-02 08:40:42 +00:00
parent b408cb641c
commit 3730901f43
3 changed files with 6 additions and 5 deletions

View file

@ -4497,7 +4497,7 @@ ACTOR_STATIC void G_MoveActors(void)
goto BOLT;
}
case BOUNCEMINE__STATIC:
// case BOUNCEMINE__STATIC:
case MORTER__STATIC:
j = A_Spawn(i,(PLUTOPAK?FRAMEEFFECT1:FRAMEEFFECT1_13));
actor[j].t_data[0] = 3;

View file

@ -143,6 +143,7 @@ typedef struct {
int16_t picnum,ang,extra,owner; //8b
int16_t movflag,tempang,timetosleep; //6b
// NOTE: 'dispicnum' is updated locally, not in sync with the game!
int16_t actorstayput, dispicnum;
#if !defined LUNATIC
// NOTE: shootzvel is not used any more.

View file

@ -8094,11 +8094,11 @@ skip:
}
actor[i].dispicnum = t->picnum;
#if 0
// why?
/*
if (sector[t->sectnum].floorpicnum == MIRROR)
t->xrepeat = t->yrepeat = 0;
*/
if (sector[t->sectnum].floorpicnum == MIRROR)
t->xrepeat = t->yrepeat = 0;
#endif
}
if (VM_HaveEvent(EVENT_ANIMATESPRITES))