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- Fixed: The float bob offsetting in R_ProjectSprite was using r_TicFrac as a millisecond count
rather than as a fraction of a tic. SVN r3788 (trunk)
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@ -517,7 +517,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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{
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fz += finesine[(Scale(thing->FloatBobPhase + level.maptime, FINEANGLES, 64) + r_TicFrac * ((FINEANGLES/64) / 1000)) & FINEMASK] * 8;
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fz += finesine[MulScale22(((thing->FloatBobPhase + level.maptime) << FRACBITS) + r_TicFrac, FINEANGLES) & FINEMASK] * 8;
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}
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// transform the origin point
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