Bottom line is, that anything that has multiple animation frames needs
to be rendered via the bucket.
In this case, I made it specific for the super cyborg droids.
Before patch, spawn a few super cyborg droids, and a few 'normal' ones.
Select them all. Now move them around.
Looks like crap.
Apply patch.
Looks normal.
Index: src/display3d.c
===================================================================
--- src/display3d.c (revision 4972)
+++ src/display3d.c (working copy)
@@ -1543,7 +1543,17 @@
if(psDroid->visible[selectedPlayer] ||
godMode || demoGetStatus())
{
psDroid->sDisplay.frameNumber =
currentGameFrame;
- renderDroid( (DROID *) psDroid);
+
+ // NOTE! : anything that has
multiple (anim) frames *must* use
the bucket to render
+ // In this case, AFAICT only
DROID_CYBORG_SUPER had the issue.
(Same issue as oil pump anim)
+ if(psDroid->droidType !=
DROID_CYBORG_SUPER)
+ {
+ renderDroid( (DROID *)
psDroid);
+ }
+ else
+ {
+
bucketAddTypeToList(RENDER_DROID, psDroid);
+ }
/* draw anim if visible */
if ( psDroid->psCurAnim != NULL
&&
psDroid->psCurAnim->bVisible == true &&
Index: src/display3d.c
===================================================================
--- src/display3d.c (revision 4972)
+++ src/display3d.c (working copy)
@@ -1543,7 +1543,17 @@
if(psDroid->visible[selectedPlayer] || godMode || demoGetStatus())
{
psDroid->sDisplay.frameNumber = currentGameFrame;
- renderDroid( (DROID *) psDroid);
+
+ // NOTE! : anything that has multiple (anim) frames *must* use the bucket to render
+ // In this case, AFAICT only DROID_CYBORG_SUPER had the issue. (Same issue as oil pump anim)
+ if(psDroid->droidType != DROID_CYBORG_SUPER)
+ {
+ renderDroid( (DROID *) psDroid);
+ }
+ else
+ {
+ bucketAddTypeToList(RENDER_DROID, psDroid);
+ }
/* draw anim if visible */
if ( psDroid->psCurAnim != NULL &&
psDroid->psCurAnim->bVisible == true &&
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