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- factor in angoff when placing sprites.
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commit
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1 changed files with 2 additions and 2 deletions
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@ -443,6 +443,7 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
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bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, sectortype* sector, bool rotate)
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{
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sprite = spr;
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auto sprext = &spriteext[spr->owner];
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texture = nullptr;
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modelframe = -1;
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@ -453,7 +454,7 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, se
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visibility = sectorVisibility(sector);
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voxel = vox;
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auto ang = spr->ang;
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auto ang = spr->ang + sprext->angoff;
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if ((spr->cstat & CSTAT_SPRITE_MDLROTATE) || rotate)
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{
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int myclock = (PlayClock << 3) + MulScale(4 << 3, (int)di->Viewpoint.TicFrac, 16);
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@ -465,7 +466,6 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, se
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SetSpriteTranslucency(spr, alpha, RenderStyle);
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auto sprext = &spriteext[spr->owner];
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FVector3 scalevec = { voxel->scale, voxel->scale, voxel->scale };
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FVector3 translatevec = { 0, 0, voxel->zadd * voxel->scale };
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