- Fixed: Blood's sprite rotations were broken.

SVN r2228 (trunk)
This commit is contained in:
Randy Heit 2010-03-18 21:03:58 +00:00
commit 226a513e6e
3 changed files with 14 additions and 12 deletions

View file

@ -158,7 +158,7 @@ const BYTE *FBuildTexture::GetColumn (unsigned int column, const Span **spans_ou
//
//===========================================================================
static void AddTiles (void *tiles)
void AddTiles (void *tiles)
{
// int numtiles = LittleLong(((DWORD *)tiles)[1]); // This value is not reliable
int tilestart = LittleLong(((DWORD *)tiles)[2]);
@ -224,29 +224,29 @@ static void AddTiles (void *tiles)
if (rotType == 1)
{
spriteframe_t rot;
rot.Texture[0] = texnum;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 4; ++j)
{
rot.Texture[j*2] = texnum + j;
rot.Texture[j*2+1] = texnum + j;
rot.Texture[16-j*2] = texnum + j;
rot.Texture[17-j*2] = texnum + j;
rot.Texture[j*2] =
rot.Texture[j*2+1] =
rot.Texture[16-j*2] =
rot.Texture[17-j*2] = texnum.GetIndex() + j;
}
rot.Texture[8] = texnum + 4;
rot.Texture[9] = texnum + 4;
rot.Texture[8] =
rot.Texture[9] = texnum.GetIndex() + 4;
rot.Flip = 0x00FC;
tex->Rotations = SpriteFrames.Push (rot);
}
else if (rotType == 2)
{
spriteframe_t rot;
rot.Texture[0] = texnum;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 8; ++j)
{
rot.Texture[16-j*2] = texnum + j;
rot.Texture[17-j*2] = texnum + j;
rot.Texture[16-j*2] =
rot.Texture[17-j*2] = texnum.GetIndex() + j;
}
rot.Flip = 0;
tex->Rotations = SpriteFrames.Push (rot);