- fixed animation of weapon sprites

This also disables palette emulation for weapons because it's too buggy right now. Will be re-enabled once fixed.
This commit is contained in:
Christoph Oelckers 2020-09-14 22:16:33 +02:00
parent 4485587088
commit cf6b497d02

View file

@ -549,6 +549,10 @@ void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dasha
alpha *= (dastat & RS_TRANS1)? glblend[0].def[!!(dastat & RS_TRANS2)].alpha : 1.; alpha *= (dastat & RS_TRANS1)? glblend[0].def[!!(dastat & RS_TRANS2)].alpha : 1.;
TexturePick pick; TexturePick pick;
int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum); int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum);
if (picanm[picnum].sf & PICANM_ANIMTYPE_MASK)
picnum += animateoffs(picnum, 0);
if (!PickTexture(picnum, nullptr, palid, pick)) return; if (!PickTexture(picnum, nullptr, palid, pick)) return;
DrawTexture(&twodpsp, pick.texture, sx, sy, DrawTexture(&twodpsp, pick.texture, sx, sy,
@ -567,7 +571,7 @@ void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dasha
DTA_Rotate, a * (-360./2048), DTA_Rotate, a * (-360./2048),
DTA_FlipOffsets, !(dastat & (/*RS_TOPLEFT |*/ RS_CENTER)), DTA_FlipOffsets, !(dastat & (/*RS_TOPLEFT |*/ RS_CENTER)),
DTA_Alpha, alpha, DTA_Alpha, alpha,
DTA_Indexed, !!(pick.translation & 0x80000000), DTA_Indexed, false,// !!(pick.translation & 0x80000000),
// todo: pass pick.tintFlags and pick.tintColor // todo: pass pick.tintFlags and pick.tintColor
TAG_DONE); TAG_DONE);
} }