remove all the places where i've set vis->scalestep to anything other than 0 to see something that LOOKS okay, but doesn't fulfil exactly what i want (that being a sprite that looks exactly like a midtexture)
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd