handle freeze in decoupled animations
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10d0f94972
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7ddd4ec245
4 changed files with 21 additions and 7 deletions
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@ -316,13 +316,13 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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if(actor->modelData && !(actor->modelData->curAnim.flags & ANIMOVERRIDE_NONE))
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{
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double tic = actor->Level->totaltime;
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if ((ConsoleState == c_up || ConsoleState == c_rising) && (menuactive == MENU_Off || menuactive == MENU_OnNoPause) && !Level->isFrozen())
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if ((ConsoleState == c_up || ConsoleState == c_rising) && (menuactive == MENU_Off || menuactive == MENU_OnNoPause) && !actor->isFrozen())
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{
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tic += I_GetTimeFrac();
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}
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if(actor->modelData->curAnim.startTic > tic)
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{
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inter = (tic - actor->modelData->curAnim.switchTic) / (actor->modelData->curAnim.startTic - actor->modelData->curAnim.switchTic);
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inter = (tic - (actor->modelData->curAnim.startTic - actor->modelData->curAnim.switchOffset)) / actor->modelData->curAnim.switchOffset;
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double nextFrame = actor->modelData->curAnim.startFrame;
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