Fix exploding ring shadows in PWR Retro Maze
(note that the software renderer skips shadows with negative scale too, just another example of anomalies caused by duplicating the entire backend)
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@ -3157,6 +3157,10 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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R_InterpolateMobjState(thing, R_GetTimeFrac(RTF_LEVEL), &interp);
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// yes, this can happen. but it only creates exploding shadows in SOME maps. like MAPH9
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if (interp.radius <= 0)
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return;
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// sprite offset
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interp.x += thing->sprxoff;
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interp.y += thing->spryoff;
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