- handle nofloorpal for CallAnimate overrides.

This commit is contained in:
Christoph Oelckers 2022-11-14 21:04:07 +01:00
parent 3bc34ec773
commit 94a13118b3
2 changed files with 12 additions and 4 deletions

View file

@ -181,12 +181,16 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
t->angle = h->interpolatedangle(interpfrac);
}
auto sectp = h->sector();
if (h->GetClass() != RUNTIME_CLASS(DDukeActor))
{
if (CallAnimate(h, t)) continue;
bool res = CallAnimate(h, t);
if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL))
copyfloorpal(t, sectp);
if (res) continue;
}
auto sectp = h->sector();
t1 = h->temp_data[1];
t3 = h->temp_data[3];
t4 = h->temp_data[4];

View file

@ -161,12 +161,16 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
t->angle = h->interpolatedangle(interpfrac);
}
auto sectp = h->sector();
if (h->GetClass() != RUNTIME_CLASS(DDukeActor))
{
if (CallAnimate(h, t)) continue;
bool res = CallAnimate(h, t);
if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL))
copyfloorpal(t, sectp);
if (res) continue;
}
auto sectp = h->sector();
t1 = h->temp_data[1];
t3 = h->temp_data[3];
t4 = h->temp_data[4];