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Dithered transparency for non-corpse monsters only (and missiles).
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1 changed files with 1 additions and 1 deletions
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@ -820,7 +820,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
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for (auto p = sector->touching_renderthings; p != nullptr; p = p->m_snext)
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for (auto p = sector->touching_renderthings; p != nullptr; p = p->m_snext)
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{
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{
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auto thing = p->m_thing;
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auto thing = p->m_thing;
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if (((thing->flags3 & MF3_ISMONSTER) && (thing->health > 0)) || (thing->flags & MF_MISSILE))
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if (((thing->flags3 & MF3_ISMONSTER) && !(thing->flags & MF_CORPSE)) || (thing->flags & MF_MISSILE))
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{
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{
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if ( P_CheckSight(players[consoleplayer].mo, thing, 0) )
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if ( P_CheckSight(players[consoleplayer].mo, thing, 0) )
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{
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{
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