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Account for this on the renderer's side instead
This fixes the weapon's layer behaving differently when called from A_Overlay (the flag would be set in this case breaking the offsets)
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543414d31f
commit
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2 changed files with 1 additions and 5 deletions
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@ -214,10 +214,6 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
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{ // The targeter layers were affected by those.
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{ // The targeter layers were affected by those.
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pspr->Flags |= (PSPF_CVARFAST|PSPF_POWDOUBLE);
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pspr->Flags |= (PSPF_CVARFAST|PSPF_POWDOUBLE);
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}
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}
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if (layer != PSP_FLASH)
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{ // Only the flash layer should follow the weapon.
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pspr->Flags &= ~PSPF_ADDWEAPON;
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}
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}
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}
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return pspr;
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return pspr;
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@ -1337,7 +1337,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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sy += boby;
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sy += boby;
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}
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}
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if (pspr->Flags & PSPF_ADDWEAPON)
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if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
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{
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{
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sx += wx;
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sx += wx;
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sy += wy;
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sy += wy;
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