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- Blood: fixed interpolation of sprites on rotating sectors.
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@ -953,9 +953,9 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
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int floorZ = getflorzofslopeptr(pSector, actor->spr.pos.X, actor->spr.pos.Y);
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if (!(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom)
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{
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viewBackupSpriteLoc(actor);
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if (v14)
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RotatePoint((int*)&actor->spr.pos.X, (int*)&actor->spr.pos.Y, v14, v20, v24);
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viewBackupSpriteLoc(actor);
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actor->spr.ang = (actor->spr.ang + v14) & 2047;
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actor->spr.pos.X += v28;
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actor->spr.pos.Y += v2c;
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