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* Updated to ZDoom r3603:
- Fixed: The player's position was only predicted during the duration of R_SetupFrame(). Consequently, if somebody used the chasecam while predicting, they would appear to lag behind the camera, because their actor would be at its unpredicted position by the time sprites were processed. - Fixed: 3D floors partitioning the world into different "HeightLevels" could strip a midtexture of its clipping information before it was drawn. (On the other hand, I have no idea what this ds->bkup and refreshing stuff is about, so I might have broken something somewhere else.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1369 b0f79afe-0144-0410-b225-9a4edf0717df
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5 changed files with 16 additions and 11 deletions
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@ -861,6 +861,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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}
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WallMirrors.Clear ();
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interpolator.RestoreInterpolations ();
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P_UnPredictPlayer();
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R_SetupBuffer ();
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// If we don't want shadered colormaps, NULL it now so that the
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