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- push sprite shadows a little back for distance sorting
They always need to be behind sprites with the same distance.
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@ -976,6 +976,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite.
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// light calculation
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