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-fixed: tilenum 0 is a valid image for flat and wall sprites.
It's only invalid for face sprites.
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@ -683,7 +683,7 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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auto tex = actor->spr.spritetexture();
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if (!tex.isValid()) continue;
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auto tx = TexMan.GetGameTexture(tex);
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if (tx->GetUseType() == ETextureType::FirstDefined) continue;
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if (tx->GetUseType() == ETextureType::FirstDefined && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING) continue;
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auto viewvec = actor->spr.pos.XY() - DVector2(viewx, -viewy); // note that viewy is in render coordinates
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