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- do not render sprites that are extremely close to the camera.
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
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@ -331,6 +331,8 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
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y = spr->y * (1 / -16.f);
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auto vp = di->Viewpoint;
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if ((vp.Pos.XY() - DVector2(x, y)).LengthSquared() < 0.125) return;
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if (modelframe == 0)
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{
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int flags = spr->cstat;
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