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- fixed typo in line portal interpolation path calculation.
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@ -2220,7 +2220,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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// so that the renderer can properly calculate an interpolated position along the movement path.
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// so that the renderer can properly calculate an interpolated position along the movement path.
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if (thing == players[consoleplayer].camera)
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if (thing == players[consoleplayer].camera)
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{
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{
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divline_t dl1 = { besthit.Oldrefpos.X,besthit.Oldrefpos.Y, besthit.Refpos.X - besthit.Oldrefpos.Y, besthit.Refpos.Y - besthit.Oldrefpos.Y };
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divline_t dl1 = { besthit.Oldrefpos.X,besthit.Oldrefpos.Y, besthit.Refpos.X - besthit.Oldrefpos.X, besthit.Refpos.Y - besthit.Oldrefpos.Y };
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DVector3a hit = { {dl1.x + dl1.dx * bestfrac, dl1.y + dl1.dy * bestfrac, 0.},0. };
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DVector3a hit = { {dl1.x + dl1.dx * bestfrac, dl1.y + dl1.dy * bestfrac, 0.},0. };
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R_AddInterpolationPoint(hit);
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R_AddInterpolationPoint(hit);
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