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Make bMaskRotation angles portal-aware
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1 changed files with 2 additions and 2 deletions
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@ -1025,8 +1025,8 @@ bool AActor::IsInsideVisibleAngles() const
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if (mo != nullptr)
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{
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DVector3 diffang = r_viewpoint.Pos - Pos();
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DVector2 offset = Level->Displacements.getOffset(r_viewpoint.sector->PortalGroup, Sector->PortalGroup);
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DVector3 diffang = r_viewpoint.Pos + offset - Pos();
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DAngle to = diffang.Angle();
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if (!(renderflags & RF_ABSMASKANGLE))
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