diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 10e2847f..f58de224 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -885,6 +885,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) GLPatch_t *gpatch; INT32 durs = spr->mobj->state->tics; INT32 tics = spr->mobj->tics; + //mdlframe_t *next = NULL; const UINT8 flip = (UINT8)((spr->mobj->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP); spritedef_t *sprdef; spriteframe_t *sprframe; @@ -1004,19 +1005,19 @@ void HWR_DrawMD2(gr_vissprite_t *spr) // frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation if (spr->mobj->frame & FF_ANIMATE) { - UINT32 nextframe = (spr->mobj->frame & FF_FRAMEMASK) + 1; - if (nextframe >= (UINT32)spr->mobj->state->var1) - nextframe = (spr->mobj->state->frame & FF_FRAMEMASK); - nextframe %= md2->model->header.numFrames; - next = &md2->model->frames[nextframe]; + nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1; + if (nextFrame >= spr->mobj->state->var1) + nextFrame = (spr->mobj->state->frame & FF_FRAMEMASK); + nextFrame %= md2->model->meshes[0].numFrames; + //next = &md2->model->meshes[0].frames[nextFrame]; } else { 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]; + nextFrame = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames; + //next = &md2->model->meshes[0].frames[nextFrame]; } } }