Maelstrom: Fixed shield and thrust sprite updates

From bd1b70e40ed381be8b66cd3e8bc083c56109ef94 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Sat, 22 Oct 2011 02:15:29 -0400
Subject: [PATCH] Fixed shield and thrust sprite updates

---
 netlogic/player.cpp | 7 ++++++-
 1 file changed, 6 insertions(+), 1 deletion(-)

diff --git a/netlogic/player.cpp b/netlogic/player.cpp
index 43a6c1d9..6a846b6d 100644
--- a/netlogic/player.cpp
+++ b/netlogic/player.cpp
@@ -572,6 +572,7 @@ Player::BlitSprite(void)
 	if ( AutoShield || (ShieldOn && (ShieldLevel > 0)) ) {
 		screen->QueueBlit(x>>SPRITE_PRECISION, y>>SPRITE_PRECISION,
 						gShieldBlit->sprite[Sphase]);
+		Sphase = !Sphase;
 	}
 	/* Draw the thrust, if necessary */
 	if ( Thrusting && ! NoThrust ) {
@@ -581,8 +582,12 @@ Player::BlitSprite(void)
 		screen->QueueBlit(thrust_x>>SPRITE_PRECISION,
 					thrust_y>>SPRITE_PRECISION,
 						ThrustBlit->sprite[phase]);
+		if ( ThrustBlit == gThrust1 )
+			ThrustBlit = gThrust2;
+		else
+			ThrustBlit = gThrust1;
 	}
-	
+
 	/* Draw our ship */
 	Object::BlitSprite();
 }