Nev3r helped me discover a crash caused by NAMEcLcR not loading patches into every angle lump slot.

This is the smallest possible change that fixes the crash.
This commit is contained in:
toasterbabe 2016-08-26 16:09:43 +01:00
parent 074dde5f78
commit 8a244c1816

View file

@ -145,7 +145,7 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch
if (sprtemp[frame].rotate == (SRF_3D|SRF_2D))
sprtemp[frame].rotate = SRF_2D; // SRF_3D|SRF_2D being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen.
for (r = 1; r < 4; r++) // Don't set for front/back frames
for (r = 0; r < 4; r++) // Thanks to R_PrecacheLevel, we can't leave sprtemp[*].lumppat[*] == LUMPERROR... so we load into the front/back angle too.
{
sprtemp[frame].lumppat[r + rightfactor] = lumppat;
sprtemp[frame].lumpid[r + rightfactor] = lumpid;