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- changed rules for drawing HUD sprites to match the software renderer.
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@ -185,8 +185,17 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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AActor * playermo=players[consoleplayer].camera;
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AActor * playermo=players[consoleplayer].camera;
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player_t * player=playermo->player;
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player_t * player=playermo->player;
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// this is the same as the software renderer
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if (!player ||
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!r_drawplayersprites ||
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!camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM))
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return;
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/*
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if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
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if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
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mViewActor!=playermo || playermo->RenderStyle.BlendOp == STYLEOP_None) return;
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mViewActor!=playermo || playermo->RenderStyle.BlendOp == STYLEOP_None) return;
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*/
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P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
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P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
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