make this check like vanilla did
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f4af9fd394
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+3
-10
+3
-10
@@ -1060,7 +1060,6 @@ static void HWR_GetBlendedTexture(patch_t *patch, patch_t *blendgpatch, INT32 sk
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{
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// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
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GLPatch_t *glPatch = patch->hardware;
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GLPatch_t *glBlendPatch = NULL;
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GLMipmap_t *glMipmap, *newMipmap;
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@@ -1071,14 +1070,6 @@ static void HWR_GetBlendedTexture(patch_t *patch, patch_t *blendgpatch, INT32 sk
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return;
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}
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if ((blendgpatch && (glBlendPatch = blendgpatch->hardware) && glBlendPatch->mipmap->format)
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&& (patch->width != blendgpatch->width || patch->height != blendgpatch->height))
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{
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// Blend image exists, but it's bad.
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GL_SetTexture(glPatch->mipmap);
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return;
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}
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// search for the Mipmap
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// skip the first (no colormap translated)
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for (glMipmap = glPatch->mipmap; glMipmap->nextcolormap; )
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@@ -1330,7 +1321,9 @@ void HWR_DrawMD2(gl_vissprite_t *spr)
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if (gpatch && hwrPatch && hwrPatch->mipmap->format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
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{
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if ((skincolors_t)spr->mobj->color != SKINCOLOR_NONE)
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if ((skincolors_t)spr->mobj->color != SKINCOLOR_NONE &&
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blendgpatch && hwrBlendPatch->mipmap->format
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&& gpatch->width == blendgpatch->width && gpatch->height == blendgpatch->height)
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{
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INT32 tcskinnum = TC_DEFAULT;
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if ((spr->mobj->flags & MF_BOSS) && (spr->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
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