diff --git a/src/r_things.c b/src/r_things.c index c5b47194c0e52eecac3798c037b36b4a094d1523..13d232d78d0b05d2a48673891b025b68648b7ac2 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -145,7 +145,7 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch if (sprtemp[frame].rotate == (SRF_3D|SRF_2D)) sprtemp[frame].rotate = SRF_2D; // SRF_3D|SRF_2D being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen. - for (r = 1; r < 4; r++) // Don't set for front/back frames + for (r = 0; r < 4; r++) // Thanks to R_PrecacheLevel, we can't leave sprtemp[*].lumppat[*] == LUMPERROR... so we load into the front/back angle too. { sprtemp[frame].lumppat[r + rightfactor] = lumppat; sprtemp[frame].lumpid[r + rightfactor] = lumpid;