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Fixed: Models did not take SpriteRotation into account
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@ -1017,6 +1017,9 @@ void gl_RenderModel(GLSprite * spr)
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// Model space => World space
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gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
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// [Nash] take SpriteRotation into account
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angle += spr->actor->SpriteRotation.Degrees;
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if (spr->actor->renderflags & RF_INTERPOLATEANGLES)
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{
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// [Nash] use interpolated angles
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