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- removed portal offsetting from the sprite distance check.
This isn't necessary. When rendering no actors from other groups may ever come into view directly - only when the respective part of the level is rendered through a portal. But at that point the camera is in a position where it's already correctly placed with relation to that actor.
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@ -1248,7 +1248,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != NULL && *cvar >= 0)
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{
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double dist = (thing->PosRelative(viewsector) - ViewPos).LengthSquared();
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double dist = (thing->Pos() - ViewPos).LengthSquared();
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double check = (double)**cvar;
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if (dist >= check * check)
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{
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