diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index 9ff4039cf3f5440d12fab04907ffc0154d4b5f86..ba2f4bca01ec0952239f7a00aed6b3b46a069f38 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -137,7 +137,7 @@ static fixed_t dup_viewx, dup_viewy, dup_viewz;
 static angle_t dup_viewangle;
 
 static float gl_viewx, gl_viewy, gl_viewz;
-static float gl_viewsin, gl_viewcos;
+float gl_viewsin, gl_viewcos;
 
 // Maybe not necessary with the new T&L code (needs to be checked!)
 static float gl_viewludsin, gl_viewludcos; // look up down kik test
diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h
index cd822c0c153bedece9dcd9c92665944b1e5504c8..2b4699b7ec7f3867575a670eac77cb6ba141d102 100644
--- a/src/hardware/hw_main.h
+++ b/src/hardware/hw_main.h
@@ -115,6 +115,7 @@ extern float gl_viewwindowx, gl_basewindowcentery;
 // BP: big hack for a test in lighting ref : 1249753487AB
 extern fixed_t *hwbbox;
 extern FTransform atransform;
+extern float gl_viewsin, gl_viewcos;
 
 
 // Render stats
diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c
index 403edd7dd63efe41f170dd6b4ad433d3d2beb0f4..1cced9b9aacdadbc93f711df09c3f511ba0022bd 100644
--- a/src/hardware/hw_md2.c
+++ b/src/hardware/hw_md2.c
@@ -1346,7 +1346,6 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
 		spritedef_t *sprdef;
 		spriteframe_t *sprframe;
 		INT32 mod;
-		float finalscale;
 
 		// Apparently people don't like jump frames like that, so back it goes
 		//if (tics > durs)
@@ -1440,7 +1439,6 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
 		}
 
 		//HWD.pfnSetBlend(blend); // This seems to actually break translucency?
-		finalscale = md2->scale;
 		//Hurdler: arf, I don't like that implementation at all... too much crappy
 
 		if (gpatch && hwrPatch && hwrPatch->mipmap->format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
@@ -1623,17 +1621,25 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
 		p.anglez = FIXED_TO_FLOAT(AngleFixed(spr->mobj->pitch));
 		p.anglex = FIXED_TO_FLOAT(AngleFixed(spr->mobj->roll));
 
-		// SRB2CBTODO: MD2 scaling support
-		finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
-
 		p.flip = atransform.flip;
 		p.mirror = atransform.mirror;
 
 		HWD.pfnSetShader(SHADER_MODEL);	// model shader
 		{
-			float xs = finalscale * FIXED_TO_FLOAT(spr->mobj->spritexscale);
-			float ys = finalscale * FIXED_TO_FLOAT(spr->mobj->spriteyscale);
-			HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, xs, ys, flip, hflip, &Surf);
+			float this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
+
+			float xs = this_scale * FIXED_TO_FLOAT(spr->mobj->spritexscale);
+			float ys = this_scale * FIXED_TO_FLOAT(spr->mobj->spriteyscale);
+
+			float ox = xs * FIXED_TO_FLOAT(spr->mobj->spritexoffset);
+			float oy = ys * FIXED_TO_FLOAT(spr->mobj->spriteyoffset);
+
+			// offset perpendicular to the camera angle
+			p.x -= ox * gl_viewsin;
+			p.y += ox * gl_viewcos;
+			p.z += oy;
+
+			HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, md2->scale * xs, md2->scale * ys, flip, hflip, &Surf);
 		}
 	}