- fixed: associated dynamic lights took the sprite/frame info from the actor's current state instead of from the actor's current sprite and frame, which may differ in case some placeholder sprite is used in the state.

This commit is contained in:
Christoph Oelckers 2015-03-15 12:24:28 +01:00
parent fad3a54100
commit 7701d54b1f

View file

@ -1113,8 +1113,8 @@ void gl_SetActorLights(AActor *actor)
ADynamicLight *lights, *tmpLight;
unsigned int i;
int sprite = actor->state->sprite;
int frame = actor->state->GetFrame();
int sprite = actor->sprite;
int frame = actor->frame;
lights = tmpLight = NULL;