diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 35ac2dc2e..ccc069f89 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -498,7 +498,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector) P_CheckPlayerSprite(thing, spritenum, sprscale); } - if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->alpha)) + if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha)) { if (!(thing->flags & MF_STEALTH) || !gl_fixedcolormap || !gl_enhanced_nightvision) return; @@ -713,7 +713,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector) translation=thing->Translation; OverrideShader = -1; - trans = FIXED2FLOAT(thing->alpha); + trans = thing->Alpha; hw_styleflags = STYLEHW_Normal; if (RenderStyle.BlendOp >= STYLEOP_Fuzz && RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub) diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index 102c30ff5..c8a9889eb 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -300,7 +300,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) visstyle_t vis; vis.RenderStyle=playermo->RenderStyle; - vis.alpha=playermo->alpha; + vis.alpha=playermo->Alpha; vis.colormap = NULL; if (playermo->Inventory) {