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removed voxel offsetting in Blood's animateSprites function
Since offsetting is being done in the backend now, this one is redundant.
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@ -637,7 +637,6 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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{
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{
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pTSprite->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
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pTSprite->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
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auto tex = TexMan.GetGameTexture(pTSprite->spritetexture());
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auto tex = TexMan.GetGameTexture(pTSprite->spritetexture());
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pTSprite->yoffset += (uint8_t)tex->GetDisplayTopOffset();
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if (nAnimType == 7)
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if (nAnimType == 7)
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{
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{
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pTSprite->Angles.Yaw = myclock.Normalized360();
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pTSprite->Angles.Yaw = myclock.Normalized360();
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