- fixed: sprite clipping did not work anymore because the 'invalid' value was inconsistent.
- cleaned up the 'if' condition in PerformSpriteClipAdjustment, - enabled weapon bobbing interpolation.
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2 changed files with 11 additions and 10 deletions
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@ -202,7 +202,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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(r_deathcamera && camera->health <= 0))
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return;
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P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
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P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy, r_TicFracF);
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// check for fullbright
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if (player->fixedcolormap==NOFIXEDCOLORMAP)
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