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- check r_showviewer when deciding whether to render the player sprite. This is necessary when camera and player end up on different sides of a portal.
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@ -483,7 +483,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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sector_t rs;
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sector_t rs;
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sector_t * rendersector;
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sector_t * rendersector;
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// don't draw the thing that's used as camera (for viewshifts during quakes!)
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// don't draw the thing that's used as camera (for viewshifts during quakes!)
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if (thing==GLRenderer->mViewActor) return;
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if (thing==GLRenderer->mViewActor || (thing == players[consoleplayer].camera && !r_showviewer)) return;
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// Don't waste time projecting sprites that are definitely not visible.
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == NULL || thing->sprite == 0 || !thing->IsVisibleToPlayer())
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if (thing == NULL || thing->sprite == 0 || !thing->IsVisibleToPlayer())
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