More hw_md2 merge errors; re-enable interpolation code block

This commit is contained in:
mazmazz 2018-12-18 23:44:38 -05:00
parent 039cf894f2
commit bbc3d27cee
1 changed files with 3 additions and 5 deletions

View File

@ -765,8 +765,6 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
GLMipmap_t *grmip, *newmip;
(void)skinnum;
if (colormap == colormaps || colormap == NULL)
{
// Don't do any blending
@ -1000,7 +998,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames;
#if 0
if (cv_grmd2.value == 1 && tics <= durs)
{
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
@ -1014,14 +1012,14 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
}
else
{
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL)
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
&& !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND]))
{
const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
next = &md2->model->frames[nextframe];
}
}
}
#endif
//Hurdler: it seems there is still a small problem with mobj angle
p.x = FIXED_TO_FLOAT(spr->mobj->x);