- 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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@ -738,7 +738,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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if (clipres == GLPortal::PClip_InFront) return;
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}
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// disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag.
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if (thing->renderflags & RF_INTERPOLATE)
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if (thing->renderflags & RF_INTERPOLATEANGLES)
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Angles = thing->InterpolatedAngles(r_TicFracF);
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else
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Angles = thing->Angles;
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