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Fixed psprites & viewpos being completely broken for non-isometric mode.
This line of code was altering a global cvar.
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@ -162,8 +162,6 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
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di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
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if(mainview && (camera->ViewPos != NULL) && (camera->ViewPos->Offset.XY().Length() > 0)) r_drawplayersprites = false;
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else r_drawplayersprites = true; // Restore first-person hands/weapons
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// Stereo mode specific perspective projection
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// Stereo mode specific perspective projection
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float inv_iso_dist = 1.0f;
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float inv_iso_dist = 1.0f;
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bool iso_ortho = (camera->ViewPos != NULL) && (camera->ViewPos->Flags & VPSF_ORTHOGRAPHIC);
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bool iso_ortho = (camera->ViewPos != NULL) && (camera->ViewPos->Flags & VPSF_ORTHOGRAPHIC);
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