- fixed interpolation and sprite setup.

Both caused quite noticable glitches on the first WW2GI map.
This commit is contained in:
Christoph Oelckers 2020-06-22 21:07:20 +02:00
parent 1993642ce8
commit 73e436730d
4 changed files with 5 additions and 3 deletions

View file

@ -265,8 +265,8 @@ void G_StopInterpolation(const int32_t *posptr);
void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
static FORCE_INLINE void clearsectinterpolate(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
static FORCE_INLINE void setsectinterpolate(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
static FORCE_INLINE void clearsectinterpolate(int sprnum) { Sect_ToggleInterpolation(sprite[sprnum].sectnum, 0); }
static FORCE_INLINE void setsectinterpolate(int sprnum) { Sect_ToggleInterpolation(sprite[sprnum].sectnum, 1); }
#if KRANDDEBUG
# define ACTOR_INLINE __fastcall

View file

@ -617,6 +617,7 @@ enum
BLIMP = 3400,
FEM9 = 3450,
FOOTPRINT = 3701,
FRAMEEFFECT1_13= 3999,
POOP = 4094,
FRAMEEFFECT1 = 4095,
PANNEL3 = 4099,

View file

@ -212,7 +212,7 @@ int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes
sp->extra = ScriptCode[actorinfo[s].scriptaddress];
t[4] = ScriptCode[actorinfo[s].scriptaddress+1];
t[1] = ScriptCode[actorinfo[s].scriptaddress+2];
int s3 = ScriptCode[actorinfo[s].scriptaddress];
int s3 = ScriptCode[actorinfo[s].scriptaddress+3];
if (s3 && sp->hitag == 0)
sp->hitag = s3;
}

View file

@ -2890,4 +2890,5 @@ void GameInterface::UpdateScreenSize()
psaccess ps;
actor_t* hittype = actor;
END_DUKE_NS