Remove a couple of blocks in A_MoveSpriteClipdist() from standalone builds and call setsprite() unconditionally before doing any movement

git-svn-id: https://svn.eduke32.com/eduke32@7406 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-03-19 17:08:16 +00:00
parent 798eaeb980
commit c7f003a1a9

View file

@ -425,6 +425,7 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
// check to make sure the netcode didn't leave a deleted sprite in the sprite lists.
Bassert(pSprite->sectnum < MAXSECTORS);
#ifndef EDUKE32_STANDALONE
if (pSprite->statnum == STAT_MISC || (isEnemy && pSprite->xrepeat < 4))
{
pSprite->x += change->x;
@ -436,6 +437,9 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
return 0;
}
#endif
setsprite(spriteNum, (vec3_t *)pSprite);
if (clipDist >= 0)
{
@ -447,8 +451,10 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
{
if (pSprite->xrepeat > 60)
clipDist = 1024;
#ifndef EDUKE32_STANDALONE
else if (pSprite->picnum == LIZMAN)
clipDist = 292;
#endif
else if (A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY))
clipDist = pSprite->clipdist<<2;
else