This hopefully corrects the bug where animation smoothing sometimes substitutes models with bags of shit.

git-svn-id: https://svn.eduke32.com/eduke32@971 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2008-08-12 06:13:10 +00:00
parent 317cd92271
commit 68e7e307ae
2 changed files with 20 additions and 0 deletions

View file

@ -1478,6 +1478,25 @@ static int md3draw(md3model *m, spritetype *tspr)
f = m->interpol; g = 1-f;
if (m->interpol < 0 || m->interpol > 1 ||
m->cframe < 0 || m->cframe >= m->numframes ||
m->nframe < 0 || m->nframe >= m->numframes)
{
OSD_Printf("Model frame out of bounds!\n");
if (m->interpol < 0)
m->interpol = 0;
if (m->interpol > 1)
m->interpol = 1;
if (m->cframe < 0)
m->cframe = 0;
if (m->cframe >= m->numframes)
m->cframe = m->numframes - 1;
if (m->nframe < 0)
m->nframe = 0;
if (m->nframe >= m->numframes)
m->nframe = m->numframes - 1;
}
if (m->head.flags == 1337)
{
// md2

View file

@ -4628,6 +4628,7 @@ int EGS(int whatsect,int s_x,int s_y,int s_z,int s_pn,int s_s,int s_xr,int s_yr,
else show2dsprite[i>>3] &= ~(1<<(i&7));
clearbufbyte(&spriteext[i], sizeof(spriteexttype), 0);
clearbufbyte(&spritesmooth[i], sizeof(spritesmoothtype), 0);
/*
if(s->sectnum < 0)