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- fixed checks in sprite sorting logic. There were some missing parentheses.
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2 changed files with 2 additions and 2 deletions
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@ -536,7 +536,7 @@ void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
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const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
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// [Nash] has +ROLLSPRITE
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const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE);
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const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & (RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE));
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// cannot sort them at the moment. This requires more complex splitting.
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if (drawWithXYBillboard || drawBillboardFacingCamera || rotated)
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@ -66,7 +66,7 @@ struct GLSeg
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// we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim
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float x = y2 - y1;
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float y = x1 - x2;
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float length = sqrt(x*x + y*y);
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float length = sqrtf(x*x + y*y);
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return FVector3(x / length, 0, y / length);
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}
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};
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