Fixed a couple bugs

- MODELSAREATTACHMENTS was basically being applied anyways
- Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model
This commit is contained in:
Shiny Metagross 2022-08-23 10:21:58 -07:00 committed by Christoph Oelckers
commit 6564adf310
2 changed files with 7 additions and 4 deletions

View file

@ -361,7 +361,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
FModel* animation = Models[animationid];
animationData = animation->AttachAnimationData();
if ((!smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
{
boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData);
boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1);
@ -370,7 +370,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
}
else
{
if ((!smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
{
boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData);
boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1);