- partial adjustments.
No point changing all the viewx/y/z stuff when that is about to get floatified next.
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7 changed files with 35 additions and 35 deletions
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@ -250,7 +250,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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lightlevel = (1.0 - min_L) * 255;
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}
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lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->_f_X(), playermo->_f_Y(), playermo->_f_Z());
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lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->Pos());
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// calculate colormap for weapon sprites
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if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
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