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- disabled angular interpolation again.
This can only be used if the entirety of the game code is aware and dealing with this properly. However, that isn't the case so the amount of glitches this causes far exceeds the number of desired interpolations.
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@ -737,7 +737,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
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int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
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if (clipres == GLPortal::PClip_InFront) return;
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if (clipres == GLPortal::PClip_InFront) return;
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}
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}
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Angles = thing->InterpolatedAngles(r_TicFracF);
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// disabled because almost none of the actual game code is even remotely prepared for this. Sorry for the few cases where it may be desired, but the overall effect is too bad.
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Angles = thing->Angles;// InterpolatedAngles(r_TicFracF);
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player_t *player = &players[consoleplayer];
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player_t *player = &players[consoleplayer];
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FloatRect r;
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FloatRect r;
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