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- use REPEAT_SCALE ih the wall/floorsprite getter functions.
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1 changed files with 5 additions and 5 deletions
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@ -291,8 +291,8 @@ void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVect
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xoffset = tex->GetDisplayLeftOffset() + spr->xoffset;
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}
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double x = spr->angle.Sin() * spr->xrepeat * (1. / 64.);
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double y = -spr->angle.Cos() * spr->xrepeat * (1. / 64.);
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double x = spr->angle.Sin() * spr->xrepeat * REPEAT_SCALE;
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double y = -spr->angle.Cos() * spr->xrepeat * REPEAT_SCALE;
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if (spr->cstat & CSTAT_SPRITE_XFLIP) xoffset = -xoffset;
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double origin = (width * 0.5) + xoffset;
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@ -306,7 +306,7 @@ void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVect
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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// Calculate the position of a floor sprite in the world
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//
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//==========================================================================
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@ -316,8 +316,8 @@ void TGetFlatSpritePosition(const spritetypebase* spr, const DVector2& pos, DVec
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double width, height, leftofs, topofs;
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double sloperatio = sqrt(heinum * heinum + 4096 * 4096) * (1. / 4096.);
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double xrepeat = spr->xrepeat * (1. / 64.);
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double yrepeat = spr->yrepeat * (1. / 64.);
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double xrepeat = spr->xrepeat * REPEAT_SCALE;
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double yrepeat = spr->yrepeat * REPEAT_SCALE;
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int xo = heinum ? 0 : spr->xoffset;
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int yo = heinum ? 0 : spr->yoffset;
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