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- flat sprites use different visibility rules.
Hooray, Build engine, yet another totally nonsensical magic factor with absolutely no reason why...
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@ -366,7 +366,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
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z = sprite->z * (1 / -256.f);
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if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
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visibility = sectorVisibility(§or[sprite->sectnum]);// *(4.f / 5.f); // The factor comes directly from Polymost. No idea why this uses a different visibility setting. Bad projection math?
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visibility = sectorVisibility(§or[sprite->sectnum]) *(4.f / 5.f); // The factor comes directly from Polymost. What is it with Build and these magic factors?
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// Weird Build logic that really makes no sense.
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if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDED) != 0 && (di->Viewpoint.Pos.Z < z) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0))
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