diff --git a/src/p_enemy.c b/src/p_enemy.c index d4cf24650..cca4ac560 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -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 diff --git a/src/p_mobj.c b/src/p_mobj.c index 02450f86a..27ae92353 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -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; }