From 40e728fdb5d428532ecd5f9fa73a2ea0a4a83b73 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Mon, 9 Mar 2020 15:04:22 +0000 Subject: [PATCH] One line fix: don't assume 0 (aka SPR2_STND) is the default value for sprite2, but rather what the state sets for it This fixes some issues with a custom character tested during netplay, which did not have SPR2_WAIT sprites and therefore fell back to SPR2_STND sprites. Unfortunately, the fact they used SPR2_STND instead meant the sprite2 was not synced at all! --- src/p_saveg.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_saveg.c b/src/p_saveg.c index e8c6c7a84..fc8d9d4ee 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -1406,7 +1406,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) diff |= MD_TICS; if (mobj->sprite != mobj->state->sprite) diff |= MD_SPRITE; - if (mobj->sprite == SPR_PLAY && mobj->sprite2 != 0) + if (mobj->sprite == SPR_PLAY && mobj->sprite2 != (mobj->state->frame&FF_FRAMEMASK)) diff |= MD_SPRITE; if (mobj->frame != mobj->state->frame) diff |= MD_FRAME;