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- fixed: PlayerSprite in softpoly was not calculated correctly. Sprite will now not go all sorts of crazy places when you enable alternative scaling or forced aspect modes.
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@ -242,7 +242,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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sy += wy;
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}
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double yaspectMul = 1.2;// 320.0 * SCREENHEIGHT / (r_Yaspect * SCREENWIDTH);
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double yaspectMul = 1.2 * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
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double pspritexscale = viewwindow.centerxwide / 160.0;
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double pspriteyscale = pspritexscale * yaspectMul;
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