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- fixed bad angle math in cl_showweapon handler.
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@ -481,7 +481,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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if (cl_showweapon == 2 && r_voxels && nVoxel != -1)
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{
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auto gView = &gPlayer[gViewIndex];
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pNSprite->Angles.Yaw = gView->actor->spr.Angles.Yaw += DAngle90; // always face viewer
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pNSprite->Angles.Yaw = gView->actor->spr.Angles.Yaw + DAngle90; // always face viewer
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pNSprite->cstat &= ~CSTAT_SPRITE_YFLIP;
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if (pPlayer->curWeapon == kWeapLifeLeech) // position lifeleech behind player
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{
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