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Make hitboxes count towards the total sprite count
This has the effect of misrepresenting how many sprites are actually visible, but it's more "accurate".
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@ -3443,7 +3443,10 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
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}
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if (spr->cut & SC_BBOX)
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{
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numvisiblesprites++;
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continue;
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}
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INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1;
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INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2;
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