* Fixed A_1upThinker having a standing sprite for a single frame on spawn.

* Removed the noalt stuff because it's not actually helpful. Everything's gotta come back to something at some point or there'll be errors.
This commit is contained in:
toasterbabe 2016-11-13 22:33:10 +00:00
parent 11a391dbb5
commit 7746553273
2 changed files with 1 additions and 10 deletions

View File

@ -2553,6 +2553,7 @@ void A_1upThinker(mobj_t *actor)
{
P_SetTarget(&actor->tracer, P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY));
P_SetTarget(&actor->tracer->target, actor);
actor->tracer->skin = &skins[players[closestplayer].skin]; // required here to prevent spr2 default showing stand for a single frame
P_SetMobjState(actor->tracer, actor->info->seestate);
// The overlay is going to be one tic early turning off and on

View File

@ -193,7 +193,6 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
{
player_t *player = mobj->player;
skin_t *skin = ((skin_t *)mobj->skin);
boolean noalt = false;
if (!skin)
return 0;
@ -386,20 +385,11 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
spr2 = SPR2_NGTC;
break;
// Sprites for non-player objects? There's nothing we can do.
case SPR2_SIGN:
case SPR2_LIFE:
noalt = true;
break;
// Dunno? Just go to standing then.
default:
spr2 = SPR2_STND;
break;
}
if (noalt)
break;
}
return spr2;
}