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- additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup
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3 changed files with 3 additions and 3 deletions
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@ -1211,7 +1211,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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}
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double timefrac = r_viewpoint.TicFrac;
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if (paused || bglobal.freeze)
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if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN))
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timefrac = 0.;
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float xvf = (particle->Vel.X) * timefrac;
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float yvf = (particle->Vel.Y) * timefrac;
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@ -35,7 +35,7 @@ EXTERN_CVAR(Int, gl_particles_style)
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void RenderPolyParticle::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t stencilValue)
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{
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double timefrac = r_viewpoint.TicFrac;
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if (paused || bglobal.freeze)
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if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN))
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timefrac = 0.;
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DVector3 pos = particle->Pos + (particle->Vel * timefrac);
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double psize = particle->size / 8.0;
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@ -79,7 +79,7 @@ namespace swrenderer
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sector_t* heightsec = NULL;
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double timefrac = r_viewpoint.TicFrac;
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if (paused || bglobal.freeze)
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if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN))
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timefrac = 0.;
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double ippx = particle->Pos.X + particle->Vel.X * timefrac;
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