Fix precip interpolation

(If Ediolon reads this, I'm pretty sure this one is Ring Racers only)
This commit is contained in:
Sally Coolatta 2022-05-31 10:05:41 -04:00
parent 27c9d698be
commit 965558c52f

View file

@ -3812,12 +3812,11 @@ void P_NullPrecipThinker(precipmobj_t *mobj)
{ {
//(void)mobj; //(void)mobj;
mobj->precipflags &= ~PCF_THUNK; mobj->precipflags &= ~PCF_THUNK;
R_ResetPrecipitationMobjInterpolationState(mobj);
} }
void P_PrecipThinker(precipmobj_t *mobj) void P_PrecipThinker(precipmobj_t *mobj)
{ {
R_ResetPrecipitationMobjInterpolationState(mobj);
P_CycleStateAnimation((mobj_t *)mobj); P_CycleStateAnimation((mobj_t *)mobj);
if (mobj->state == &states[S_RAINRETURN]) if (mobj->state == &states[S_RAINRETURN])
@ -3827,6 +3826,7 @@ void P_PrecipThinker(precipmobj_t *mobj)
mobj->z = mobj->ceilingz; mobj->z = mobj->ceilingz;
mobj->momz = -mobj->info->speed; mobj->momz = -mobj->info->speed;
mobj->precipflags &= ~PCF_SPLASH; mobj->precipflags &= ~PCF_SPLASH;
R_ResetPrecipitationMobjInterpolationState(mobj);
} }
if (mobj->tics != -1) if (mobj->tics != -1)