Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().

This fixes engine-side sprite animation in the following scenario: CON code
wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole
screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from
EVENT_DISPLAYROOMS). DONT_BUILD.

git-svn-id: https://svn.eduke32.com/eduke32@5020 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2015-02-19 22:19:05 +00:00
parent f541b96213
commit 850206ef62
2 changed files with 2 additions and 1 deletions

View file

@ -9408,7 +9408,6 @@ int32_t drawrooms(int32_t daposx, int32_t daposy, int32_t daposz,
globalcisibility = mulscale8(globalhisibility,320);
globalcursectnum = dacursectnum;
totalclocklock = totalclock;
if ((xyaspect != oxyaspect) || (xdimen != oxdimen) || (viewingrange != oviewingrange))
dosetaspect();

View file

@ -4434,6 +4434,8 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
if (g_networkMode == NET_DEDICATED_SERVER) return;
totalclocklock = totalclock;
if (pub > 0 || getrendermode() >= REND_POLYMOST) // JBF 20040101: redraw background always
{
#ifdef __ANDROID__