- Extended state sprite/frame repetition to psprites.

SVN r2295 (trunk)
This commit is contained in:
Randy Heit 2010-04-21 01:40:03 +00:00
commit f6cd776e2d
3 changed files with 32 additions and 8 deletions

View file

@ -1530,18 +1530,18 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
assert(pspnum >= 0 && pspnum < NUMPSPRITES);
// decide which patch to use
if ( (unsigned)psp->state->sprite >= (unsigned)sprites.Size ())
if ( (unsigned)psp->sprite >= (unsigned)sprites.Size ())
{
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->state->sprite);
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->sprite);
return;
}
sprdef = &sprites[psp->state->sprite];
if (psp->state->GetFrame() >= sprdef->numframes)
sprdef = &sprites[psp->sprite];
if (psp->frame >= sprdef->numframes)
{
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->state->sprite, psp->state->GetFrame());
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->sprite, psp->frame);
return;
}
sprframe = &SpriteFrames[sprdef->spriteframes + psp->state->GetFrame()];
sprframe = &SpriteFrames[sprdef->spriteframes + psp->frame];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;