- additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup
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3 changed files with 3 additions and 3 deletions
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@ -1211,7 +1211,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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}
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double timefrac = r_viewpoint.TicFrac;
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if (paused || bglobal.freeze)
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if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN))
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timefrac = 0.;
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float xvf = (particle->Vel.X) * timefrac;
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float yvf = (particle->Vel.Y) * timefrac;
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