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- Adopted Nash's code for handling models with INTERPOLATE.
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@ -38,6 +38,7 @@
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#include "r_state.h"
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#include "r_state.h"
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#include "d_player.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "r_utility.h"
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//#include "resources/voxels.h"
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//#include "resources/voxels.h"
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//#include "gl/gl_intern.h"
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//#include "gl/gl_intern.h"
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@ -1010,6 +1011,13 @@ void gl_RenderModel(GLSprite * spr)
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// Model space => World space
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// Model space => World space
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gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
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gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
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if (spr->actor->renderflags & RF_INTERPOLATE)
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{
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// [Nash] use interpolated angles
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DRotator Angles = spr->actor->InterpolatedAngles(r_TicFracF);
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angle = Angles.Yaw.Degrees;
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}
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// Applying model transformations:
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// Applying model transformations:
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// 1) Applying actor angle, pitch and roll to the model
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// 1) Applying actor angle, pitch and roll to the model
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