diff --git a/TheForceEngine/TFE_DarkForces/weapon.cpp b/TheForceEngine/TFE_DarkForces/weapon.cpp index 5a9ba05c..100e6190 100644 --- a/TheForceEngine/TFE_DarkForces/weapon.cpp +++ b/TheForceEngine/TFE_DarkForces/weapon.cpp @@ -485,6 +485,10 @@ namespace TFE_DarkForces { weapon->frame = 2; } + else + { + weapon->frame = 0; + } } void weapon_computeMatrix(fixed16_16* mtx, angle14_32 pitch, angle14_32 yaw) @@ -775,7 +779,7 @@ namespace TFE_DarkForces // s_prevWeapon is the weapon we are switching away from. s_weaponAnimState = { - 0, // frame + s_curPlayerWeapon->frame, // frame 30, 40, // startOffsetX, startOffsetY: was 14, 40 -3, -4, // xSpeed, ySpeed 10, s_superCharge ? 1u : 2u // frameCount, ticksPerFrame @@ -1020,10 +1024,6 @@ namespace TFE_DarkForces const u8* atten = RClassic_Fixed::computeLighting(weaponLightingZDist, 0); TextureData* tex = weapon->frames[weapon->frame]; - if (weapon->ammo && *weapon->ammo == 0 && (weapon->ammo == &s_playerInfo.ammoDetonator || weapon->ammo == &s_playerInfo.ammoMine)) - { - tex = s_playerWeaponList[WPN_FIST].frames[0]; - } u32 dispWidth, dispHeight; vfb_getResolution(&dispWidth, &dispHeight);