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- fixed interpolation and sprite setup.
Both caused quite noticable glitches on the first WW2GI map.
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parent
1993642ce8
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73e436730d
4 changed files with 5 additions and 3 deletions
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@ -265,8 +265,8 @@ void G_StopInterpolation(const int32_t *posptr);
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void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
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static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
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static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
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static FORCE_INLINE void clearsectinterpolate(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
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static FORCE_INLINE void setsectinterpolate(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
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static FORCE_INLINE void clearsectinterpolate(int sprnum) { Sect_ToggleInterpolation(sprite[sprnum].sectnum, 0); }
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static FORCE_INLINE void setsectinterpolate(int sprnum) { Sect_ToggleInterpolation(sprite[sprnum].sectnum, 1); }
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#if KRANDDEBUG
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# define ACTOR_INLINE __fastcall
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@ -617,6 +617,7 @@ enum
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BLIMP = 3400,
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FEM9 = 3450,
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FOOTPRINT = 3701,
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FRAMEEFFECT1_13= 3999,
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POOP = 4094,
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FRAMEEFFECT1 = 4095,
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PANNEL3 = 4099,
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@ -212,7 +212,7 @@ int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes
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sp->extra = ScriptCode[actorinfo[s].scriptaddress];
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t[4] = ScriptCode[actorinfo[s].scriptaddress+1];
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t[1] = ScriptCode[actorinfo[s].scriptaddress+2];
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int s3 = ScriptCode[actorinfo[s].scriptaddress];
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int s3 = ScriptCode[actorinfo[s].scriptaddress+3];
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if (s3 && sp->hitag == 0)
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sp->hitag = s3;
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}
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@ -2890,4 +2890,5 @@ void GameInterface::UpdateScreenSize()
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psaccess ps;
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actor_t* hittype = actor;
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END_DUKE_NS
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