Use precip interp if gl sprite is for precip
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1 changed files with 28 additions and 1 deletions
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@ -3805,7 +3805,34 @@ static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts
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&& spr && spr->mobj && !R_ThingIsPaperSprite(spr->mobj)
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&& wallVerts)
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{
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float basey = FIXED_TO_FLOAT(spr->mobj->z);
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// uncapped/interpolation
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interpmobjstate_t interp = {0};
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// do interpolation
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if (R_UsingFrameInterpolation() && !paused)
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{
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if (spr->precip)
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{
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R_InterpolatePrecipMobjState((precipmobj_t *)spr->mobj, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolateMobjState(spr->mobj, rendertimefrac, &interp);
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}
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}
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else
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{
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if (spr->precip)
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{
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R_InterpolatePrecipMobjState((precipmobj_t *)spr->mobj, FRACUNIT, &interp);
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}
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else
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{
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R_InterpolateMobjState(spr->mobj, FRACUNIT, &interp);
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}
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}
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float basey = FIXED_TO_FLOAT(interp.z);
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float lowy = wallVerts[0].y;
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if (!precip && P_MobjFlip(spr->mobj) == -1) // precip doesn't have eflags so they can't flip
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{
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