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- check for RF_MASKROTATION before calling IsInsideVisibleAngles, because it is a bit faster this way.
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@ -665,7 +665,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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bool isPicnumOverride = thing->picnum.isValid();
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// Don't waste time projecting sprites that are definitely not visible.
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if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
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if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || ((thing->renderflags & RF_MASKROTATION) && !thing->IsInsideVisibleAngles()))
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{
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return;
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}
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