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Software: krangle directional lighting in 3P/4P splitscreen
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@ -2363,6 +2363,14 @@ static void R_ProjectSprite(mobj_t *thing)
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? interp.angle + (ang >= ANGLE_180 ? -ANGLE_90 : ANGLE_90)
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? interp.angle + (ang >= ANGLE_180 ? -ANGLE_90 : ANGLE_90)
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: R_PointToAngle(interp.x, interp.y));
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: R_PointToAngle(interp.x, interp.y));
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// Krangle contrast in 3P/4P because scalelight
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// scales differently depending on the screen
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// width (which is halved in 3P/4P).
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if (r_splitscreen > 1)
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{
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extralight *= 2;
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}
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// Less change in contrast in dark sectors
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// Less change in contrast in dark sectors
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extralight = FixedMul(extralight, std::min(std::max(0, lightnum), LIGHTLEVELS - 1) * FRACUNIT / (LIGHTLEVELS - 1));
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extralight = FixedMul(extralight, std::min(std::max(0, lightnum), LIGHTLEVELS - 1) * FRACUNIT / (LIGHTLEVELS - 1));
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