backport fix to L/R sprite loading code from internal
basically we don't want L/R sprites to always be flipped, for obvious reasons
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@ -148,7 +148,11 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch
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sprtemp[frame].lumppat[r + rightfactor] = lumppat;
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sprtemp[frame].lumppat[r + rightfactor] = lumppat;
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sprtemp[frame].lumpid[r + rightfactor] = lumpid;
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sprtemp[frame].lumpid[r + rightfactor] = lumpid;
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}
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}
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sprtemp[frame].flip |= (flipped ? (0x0F << rightfactor) : 0); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R
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if (flipped)
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sprtemp[frame].flip |= (0x0F<<rightfactor); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R
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else
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sprtemp[frame].flip &= ~(0x0F<<rightfactor); // ditto
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return;
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return;
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}
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}
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