diff --git a/src/gl/scene/gl_flats.cpp b/src/gl/scene/gl_flats.cpp index 2f15f350d..4dddfb312 100644 --- a/src/gl/scene/gl_flats.cpp +++ b/src/gl/scene/gl_flats.cpp @@ -380,7 +380,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG case GLPASS_ALL: // Same, but also creates the dynlight data. mDrawer->SetColor(lightlevel, rel, Colormap,1.0f); mDrawer->SetFog(lightlevel, rel, &Colormap, false); - gl_RenderState.SetAddColor(flat->AddColor | 0xff000000); + gl_RenderState.SetAddColor(AddColor | 0xff000000); if (!gltexture->tex->isFullbright()) gl_RenderState.SetObjectColor(FlatColor | 0xff000000); if (sector->special != GLSector_Skybox) diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index bf6793b93..9e39f4ca3 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -447,9 +447,9 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) } SetColor(ll, 0, cmc, trans, true); } - if (owner->Sector) + if (playermo->Sector) { - gl_RenderState.SetAddColor(owner->Sector->SpecialColors[sector_t::add] | 0xff000000); + gl_RenderState.SetAddColor(playermo->Sector->SpecialColors[sector_t::add] | 0xff000000); } else {