engine: in texel-hitscan wall-aligned sprites, consider engine-side animation.

Whether a sprite is considered for texel-hitscan is determined on the base
tile number, not the individual animated tile numbers.

git-svn-id: https://svn.eduke32.com/eduke32@3404 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-01-17 21:59:20 +00:00
parent 6785195056
commit cb20ad6e90

View file

@ -11654,7 +11654,7 @@ restart_grand:
case 16: case 16:
{ {
int32_t ucoefup16; int32_t ucoefup16;
const int32_t tilenum = spr->picnum; int32_t tilenum = spr->picnum;
get_wallspr_points(spr, &x1, &x2, &y1, &y2); get_wallspr_points(spr, &x1, &x2, &y1, &y2);
@ -11672,6 +11672,8 @@ restart_grand:
{ {
if (picanm[tilenum].sf&PICANM_TEXHITSCAN_BIT) if (picanm[tilenum].sf&PICANM_TEXHITSCAN_BIT)
{ {
DO_TILE_ANIM(tilenum, 0);
if (!waloff[tilenum]) if (!waloff[tilenum])
loadtile(tilenum); loadtile(tilenum);