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- fixed: The HUD model code did not account for placeholder sprites.
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2 changed files with 4 additions and 5 deletions
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@ -513,7 +513,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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{
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if (!psp->GetState()) continue;
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
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FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
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// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
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if (smf && !hudModelStep) continue;
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if (smf && !hudModelStep) continue;
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if (!smf && hudModelStep) continue;
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if (!smf && hudModelStep) continue;
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@ -180,7 +180,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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{
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{
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AActor * playermo = players[consoleplayer].camera;
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AActor * playermo = players[consoleplayer].camera;
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FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
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FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
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// [BB] No model found for this sprite, so we can't render anything.
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// [BB] No model found for this sprite, so we can't render anything.
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if (smf == nullptr)
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if (smf == nullptr)
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@ -922,11 +922,10 @@ bool IsHUDModelForPlayerAvailable (player_t * player)
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DPSprite *psp = player->FindPSprite(PSP_WEAPON);
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DPSprite *psp = player->FindPSprite(PSP_WEAPON);
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if (psp == nullptr || psp->GetState() == nullptr)
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if (psp == nullptr)
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return false;
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return false;
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FState* state = psp->GetState();
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FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
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FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
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return ( smf != nullptr );
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return ( smf != nullptr );
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}
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}
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