- renamed RF_INTERPOLATE to RF_INTERPOLATEANGLES to avoid confusion about its meaning.
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3 changed files with 3 additions and 3 deletions
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@ -1012,7 +1012,7 @@ void gl_RenderModel(GLSprite * spr)
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// Model space => World space
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gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
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if (spr->actor->renderflags & RF_INTERPOLATE)
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if (spr->actor->renderflags & RF_INTERPOLATEANGLES)
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{
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// [Nash] use interpolated angles
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DRotator Angles = spr->actor->InterpolatedAngles(r_TicFracF);
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