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- For the sake of better testing, use 2D sprite sorting unconditionally and not just when a
voxel is in view. Hopefully I'm just being paranoid, but I don't trust it to go well with clipping sprites to walls. SVN r4244 (trunk)
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@ -1981,6 +1981,7 @@ void R_DrawHeightPlanes(fixed_t height); // kg3D - fake planes
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void R_DrawMasked (void)
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void R_DrawMasked (void)
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{
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{
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DrewAVoxel = true; // TESTME
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R_SortVisSprites (DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);
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R_SortVisSprites (DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);
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if (height_top == NULL)
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if (height_top == NULL)
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