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Added check for angle visibility for GZDoom.
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@ -636,7 +636,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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sector_t * rendersector;
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer())
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if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngle())
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{
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return;
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}
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