diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index bc66955fca4aab762076b4e322afe47ba548b2b2..f2022bcea337558ca983e9f7e83a688303fe8dfb 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -3595,7 +3595,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
 			return;
 	}
 
-	floordiff = abs((flip < 0 ? thing->height : 0) + interp.z - groundz);
+	floordiff = abs((flip < 0 ? interp.height : 0) + interp.z - groundz);
 
 	alpha = floordiff / (4*FRACUNIT) + 75;
 	if (alpha >= 255) return;
@@ -3606,9 +3606,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
 	HWR_GetPatch(gpatch);
 
 	scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
-	scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
-	if ((thing->scale != thing->old_scale) && (thing->scale >= FRACUNIT/1024)) // Interpolate shadows when scaling mobjs
-		scalemul = FixedMul(scalemul, FixedDiv(interp.scale, thing->scale));
+	scalemul = FixedMul(scalemul, (interp.radius*2) / gpatch->height);
 
 	fscale = FIXED_TO_FLOAT(scalemul);
 	fx = FIXED_TO_FLOAT(interp.x);
@@ -3720,7 +3718,7 @@ static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts
 
 		if (P_MobjFlip(spr->mobj) == -1)
 		{
-			basey = FIXED_TO_FLOAT(interp.z + spr->mobj->height);
+			basey = FIXED_TO_FLOAT(interp.z + interp.height);
 		}
 		else
 		{
@@ -4055,32 +4053,32 @@ static void HWR_DrawBoundingBox(gl_vissprite_t *vis)
 	// repeat this 4 times (overhead)
 	//
 	//
-	// 17    20  21    11
-	//    16 15  14 10
-	// 27 22  *--*  07 12
+	// 15    16  17    09
+	//    14 13  12 08
+	// 23 18  *--*  07 10
 	//        |  |
-	// 26 23  *--*  06 13
-	//    24 00  01 02
-	// 25    05  04    03
+	// 22 19  *--*  06 11
+	//    20 00  01 02
+	// 21    05  04    03
 	//
 
-	v[000].x = v[005].x = v[015].x = v[016].x = v[017].x = v[020].x =
-		v[022].x = v[023].x = v[024].x = v[025].x = v[026].x = v[027].x = vis->x1; // west
+	v[ 0].x = v[ 5].x = v[13].x = v[14].x = v[15].x = v[16].x =
+		v[18].x = v[19].x = v[20].x = v[21].x = v[22].x = v[23].x = vis->x1; // west
 
-	v[001].x = v[002].x = v[003].x = v[004].x = v[006].x = v[007].x =
-		v[010].x = v[011].x = v[012].x = v[013].x = v[014].x = v[021].x = vis->x2; // east
+	v[ 1].x = v[ 2].x = v[ 3].x = v[ 4].x = v[ 6].x = v[ 7].x =
+		v[ 8].x = v[ 9].x = v[10].x = v[11].x = v[12].x = v[17].x = vis->x2; // east
 
-	v[000].z = v[001].z = v[002].z = v[003].z = v[004].z = v[005].z =
-		v[006].z = v[013].z = v[023].z = v[024].z = v[025].z = v[026].z = vis->z1; // south
+	v[ 0].z = v[ 1].z = v[ 2].z = v[ 3].z = v[ 4].z = v[ 5].z =
+		v[ 6].z = v[11].z = v[19].z = v[20].z = v[21].z = v[22].z = vis->z1; // south
 
-	v[007].z = v[010].z = v[011].z = v[012].z = v[014].z = v[015].z =
-		v[016].z = v[017].z = v[020].z = v[021].z = v[022].z = v[027].z = vis->z2; // north
+	v[ 7].z = v[ 8].z = v[ 9].z = v[10].z = v[12].z = v[13].z =
+		v[14].z = v[15].z = v[16].z = v[17].z = v[18].z = v[23].z = vis->z2; // north
 
-	v[000].y = v[001].y = v[002].y = v[006].y = v[007].y = v[010].y =
-		v[014].y = v[015].y = v[016].y = v[022].y = v[023].y = v[024].y = vis->gz; // bottom
+	v[ 0].y = v[ 1].y = v[ 2].y = v[ 6].y = v[ 7].y = v[ 8].y =
+		v[12].y = v[13].y = v[14].y = v[18].y = v[19].y = v[20].y = vis->gz; // bottom
 
-	v[003].y = v[004].y = v[005].y = v[011].y = v[012].y = v[013].y =
-		v[017].y = v[020].y = v[021].y = v[025].y = v[026].y = v[027].y = vis->gzt; // top
+	v[ 3].y = v[ 4].y = v[ 5].y = v[ 9].y = v[10].y = v[11].y =
+		v[15].y = v[16].y = v[17].y = v[21].y = v[22].y = v[23].y = vis->gzt; // top
 
 	Surf.PolyColor = V_GetColor(R_GetBoundingBoxColor(vis->mobj));
 	
@@ -5326,7 +5324,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
 			}
 
 			groundz = R_GetShadowZ(thing, NULL);
-			floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + casterinterp.z - groundz);
+			floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? casterinterp.height : 0) + casterinterp.z - groundz);
 
 			shadowheight = FIXED_TO_FLOAT(floordiff);
 			shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, casterinterp.scale));
@@ -5378,10 +5376,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
 
 		if (vflip)
 		{
-			if (thing->scale != thing->old_scale) // Interpolate heights in reverse gravity when scaling mobjs
-				gz = FIXED_TO_FLOAT(interp.z + FixedMul(thing->height, FixedDiv(interp.scale, thing->scale))) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
-			else
-				gz = FIXED_TO_FLOAT(interp.z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
+			gz = FIXED_TO_FLOAT(interp.z + interp.height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
 			gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale);
 		}
 		else
@@ -5687,7 +5682,6 @@ static void HWR_ProjectBoundingBox(mobj_t *thing)
 	gl_vissprite_t *vis;
 	float tr_x, tr_y;
 	float tz;
-	float rad;
 
 	if (!thing)
 		return;
@@ -5722,15 +5716,13 @@ static void HWR_ProjectBoundingBox(mobj_t *thing)
 	tr_x += gl_viewx;
 	tr_y += gl_viewy;
 
-	rad = FIXED_TO_FLOAT(thing->radius);
-
 	vis = HWR_NewVisSprite();
-	vis->x1 = tr_x - rad;
-	vis->x2 = tr_x + rad;
-	vis->z1 = tr_y - rad;
-	vis->z2 = tr_y + rad;
+	vis->x1 = tr_x - FIXED_TO_FLOAT(interp.radius);
+	vis->x2 = tr_x + FIXED_TO_FLOAT(interp.radius);
+	vis->z1 = tr_y - FIXED_TO_FLOAT(interp.radius);
+	vis->z2 = tr_y + FIXED_TO_FLOAT(interp.radius);
 	vis->gz = FIXED_TO_FLOAT(interp.z);
-	vis->gzt = vis->gz + FIXED_TO_FLOAT(thing->height);
+	vis->gzt = vis->gz + FIXED_TO_FLOAT(interp.height);
 	vis->mobj = thing;
 
 	vis->precip = false;
diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c
index 87881be8d66da9777f86e1472750d9c05fb4094f..6123eb9a932b4858e423343d917eaa606f658b1c 100644
--- a/src/hardware/hw_md2.c
+++ b/src/hardware/hw_md2.c
@@ -1585,12 +1585,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
 		p.y = FIXED_TO_FLOAT(interp.y)+md2->offset;
 
 		if (flip)
-		{
-			if (spr->mobj->scale != spr->mobj->old_scale) // Interpolate heights in reverse gravity when scaling mobjs
-				p.z = FIXED_TO_FLOAT(interp.z + FixedMul(spr->mobj->height, FixedDiv(interp.scale, spr->mobj->scale)));
-			else
-				p.z = FIXED_TO_FLOAT(interp.z + spr->mobj->height);
-		}
+			p.z = FIXED_TO_FLOAT(interp.z + interp.height);
 		else
 			p.z = FIXED_TO_FLOAT(interp.z);
 
@@ -1626,8 +1621,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
 				p.roll = true;
 
 				// rotation pivot
-				p.centerx = FIXED_TO_FLOAT(spr->mobj->radius / 2);
-				p.centery = FIXED_TO_FLOAT(spr->mobj->height / 2);
+				p.centerx = FIXED_TO_FLOAT(interp.radius / 2);
+				p.centery = FIXED_TO_FLOAT(interp.height / 2);
 
 				// rotation axes relative to camera
 				p.rollx = FIXED_TO_FLOAT(FINECOSINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT));
diff --git a/src/r_fps.c b/src/r_fps.c
index c6eb5948212972d87d1e0079c668483fb927de94..de450aaa7f465b8d47891baec585c757de361c60 100644
--- a/src/r_fps.c
+++ b/src/r_fps.c
@@ -292,6 +292,8 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
 		out->y = mobj->y;
 		out->z = mobj->z;
 		out->scale = mobj->scale;
+		out->radius = mobj->radius;
+		out->height = mobj->height;
 		out->subsector = mobj->subsector;
 		out->angle = mobj->player ? mobj->player->drawangle : mobj->angle;
 		out->pitch = mobj->pitch;
@@ -307,10 +309,22 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
 	out->x = R_LerpFixed(mobj->old_x, mobj->x, frac);
 	out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
 	out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
-	out->scale = mobj->resetinterp ? mobj->scale : R_LerpFixed(mobj->old_scale, mobj->scale, frac);
 	out->spritexscale = mobj->resetinterp ? mobj->spritexscale : R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac);
 	out->spriteyscale = mobj->resetinterp ? mobj->spriteyscale : R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac);
 
+	if (mobj->scale == mobj->old_scale) // Tiny optimisation - scale is usually unchanging, so let's skip a lerp, two FixedMuls, and two FixedDivs
+	{
+		out->scale = mobj->scale;
+		out->radius = mobj->radius;
+		out->height = mobj->height;
+	}
+	else
+	{
+		out->scale = R_LerpFixed(mobj->old_scale, mobj->scale, frac);
+		out->radius = FixedMul(mobj->radius, FixedDiv(out->scale, mobj->scale));
+		out->height = FixedMul(mobj->height, FixedDiv(out->scale, mobj->scale));
+	}
+
 	// Sprite offsets are not interpolated until we have a way to interpolate them explicitly in Lua.
 	// It seems existing mods visually break more often than not if it is interpolated.
 	out->spritexoffset = mobj->spritexoffset;
@@ -340,6 +354,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst
 		out->y = mobj->y;
 		out->z = mobj->z;
 		out->scale = FRACUNIT;
+		out->radius = mobj->radius;
+		out->height = mobj->height;
 		out->subsector = mobj->subsector;
 		out->angle = mobj->angle;
 		out->pitch = mobj->angle;
@@ -356,6 +372,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst
 	out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
 	out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
 	out->scale = FRACUNIT;
+	out->radius = mobj->radius;
+	out->height = mobj->height;
 	out->spritexscale = R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac);
 	out->spriteyscale = R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac);
 	out->spritexoffset = R_LerpFixed(mobj->old_spritexoffset, mobj->spritexoffset, frac);
diff --git a/src/r_fps.h b/src/r_fps.h
index 9a8bfa38aeccfcab3dcd0654cd1380ac49f39d4f..f43d29f300a8a6707a3e4c6f5fa24e1e3f0ea37f 100644
--- a/src/r_fps.h
+++ b/src/r_fps.h
@@ -63,6 +63,8 @@ typedef struct {
 	angle_t roll;
 	angle_t spriteroll;
 	fixed_t scale;
+	fixed_t radius;
+	fixed_t height;
 	fixed_t spritexscale;
 	fixed_t spriteyscale;
 	fixed_t spritexoffset;
diff --git a/src/r_things.c b/src/r_things.c
index 6e334990bb59f9496c9dcfd87e8b7ac76961615d..59ae6171eab0ff941e0438d566f8594231de5eb6 100644
--- a/src/r_things.c
+++ b/src/r_things.c
@@ -1193,7 +1193,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
 		R_InterpolateMobjState(thing, FRACUNIT, &interp);
 	}
 
-	halfHeight = interp.z + (thing->height >> 1);
+	halfHeight = interp.z + (interp.height >> 1);
 	floorz = P_GetFloorZ(thing, interp.subsector->sector, interp.x, interp.y, NULL);
 	ceilingz = P_GetCeilingZ(thing, interp.subsector->sector, interp.x, interp.y, NULL);
 
@@ -1257,8 +1257,8 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
 		}
 	}
 
-	if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))
-		: (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))))
+	if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2)))
+		: (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2))))
 	{
 		groundz = isflipped ? ceilingz : floorz;
 		groundslope = NULL;
@@ -1301,9 +1301,9 @@ static void R_SkewShadowSprite(
 	//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
 
 	if (viewz < groundz)
-		*shadowyscale += FixedMul(FixedMul(thing->radius*2 / spriteheight, scalemul), zslope);
+		*shadowyscale += FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope);
 	else
-		*shadowyscale -= FixedMul(FixedMul(thing->radius*2 / spriteheight, scalemul), zslope);
+		*shadowyscale -= FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope);
 
 	*shadowyscale = abs((*shadowyscale));
 	*shadowskew = xslope;
@@ -1354,20 +1354,18 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
 			return;
 	}
 
-	floordiff = abs((isflipped ? thing->height : 0) + interp.z - groundz);
+	floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz);
 
 	trans = floordiff / (100*FRACUNIT) + 3;
 	if (trans >= 9) return;
 
 	scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
-	if ((thing->scale != thing->old_scale) && (thing->scale >= FRACUNIT/1024)) // Interpolate shadows when scaling mobjs
-		scalemul = FixedMul(scalemul, FixedDiv(interp.scale, thing->scale));
 
 	patch = W_CachePatchName("DSHADOW", PU_SPRITE);
 	xscale = FixedDiv(projection, tz);
 	yscale = FixedDiv(projectiony, tz);
-	shadowxscale = FixedMul(thing->radius*2, scalemul);
-	shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz));
+	shadowxscale = FixedMul(interp.radius*2, scalemul);
+	shadowyscale = FixedMul(FixedMul(interp.radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz));
 	shadowyscale = min(shadowyscale, shadowxscale) / patch->height;
 	shadowxscale /= patch->width;
 	shadowskew = 0;
@@ -1493,8 +1491,8 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
 	// 0--2
 
 	// start in the (0) corner
-	gx = interp.x - thing->radius - viewx;
-	gy = interp.y - thing->radius - viewy;
+	gx = interp.x - interp.radius - viewx;
+	gy = interp.y - interp.radius - viewy;
 
 	tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
 
@@ -1516,14 +1514,14 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
 	box = R_NewVisSprite();
 	box->mobj = thing;
 	box->mobjflags = thing->flags;
-	box->thingheight = thing->height;
+	box->thingheight = interp.height;
 	box->cut = SC_BBOX;
 
 	box->gx = tx;
 	box->gy = tz;
 
-	box->scale = 2 * FixedMul(thing->radius, viewsin);
-	box->xscale = 2 * FixedMul(thing->radius, viewcos);
+	box->scale  = 2 * FixedMul(interp.radius, viewsin);
+	box->xscale = 2 * FixedMul(interp.radius, viewcos);
 
 	box->pz = interp.z;
 	box->pzt = box->pz + box->thingheight;
@@ -1572,6 +1570,7 @@ static void R_ProjectSprite(mobj_t *thing)
 	fixed_t tr_x, tr_y;
 	fixed_t tx, tz;
 	fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
+	fixed_t radius, height; // For drop shadows
 	fixed_t sortscale, sortsplat = 0;
 	fixed_t linkscale = 0;
 	fixed_t sort_x = 0, sort_y = 0, sort_z;
@@ -1647,6 +1646,8 @@ static void R_ProjectSprite(mobj_t *thing)
 	}
 
 	this_scale = interp.scale;
+	radius = interp.radius; // For drop shadows
+	height = interp.height; // Ditto
 
 	// transform the origin point
 	tr_x = interp.x - viewx;
@@ -1986,6 +1987,8 @@ static void R_ProjectSprite(mobj_t *thing)
 		{
 			R_InterpolateMobjState(thing, FRACUNIT, &tracer_interp);
 		}
+		radius = tracer_interp.radius; // For drop shadows
+		height = tracer_interp.height; // Ditto
 
 		tr_x = (tracer_interp.x + sort_x) - viewx;
 		tr_y = (tracer_interp.y + sort_y) - viewy;
@@ -2077,7 +2080,7 @@ static void R_ProjectSprite(mobj_t *thing)
 				if (abs(groundz-viewz)/tz > 4)
 					return; // Prevent stretchy shadows and possible crashes
 
-				floordiff = abs((isflipped ? caster->height : 0) + casterinterp.z - groundz);
+				floordiff = abs((isflipped ? casterinterp.height : 0) + casterinterp.z - groundz);
 				trans += ((floordiff / (100*FRACUNIT)) + 3);
 				shadowscale = FixedMul(FRACUNIT - floordiff/640, casterinterp.scale);
 			}
@@ -2092,8 +2095,8 @@ static void R_ProjectSprite(mobj_t *thing)
 
 		if (shadowdraw)
 		{
-			spritexscale = FixedMul(thing->radius * 2, FixedMul(shadowscale, spritexscale));
-			spriteyscale = FixedMul(thing->radius * 2, FixedMul(shadowscale, spriteyscale));
+			spritexscale = FixedMul(radius * 2, FixedMul(shadowscale, spritexscale));
+			spriteyscale = FixedMul(radius * 2, FixedMul(shadowscale, spriteyscale));
 			spriteyscale = FixedMul(spriteyscale, FixedDiv(abs(groundz - viewz), tz));
 			spriteyscale = min(spriteyscale, spritexscale) / patch->height;
 			spritexscale /= patch->width;
@@ -2108,7 +2111,7 @@ static void R_ProjectSprite(mobj_t *thing)
 		{
 			R_SkewShadowSprite(thing, thing->standingslope, groundz, patch->height, shadowscale, &spriteyscale, &sheartan);
 
-			gzt = (isflipped ? (interp.z + thing->height) : interp.z) + patch->height * spriteyscale / 2;
+			gzt = (isflipped ? (interp.z + height) : interp.z) + patch->height * spriteyscale / 2;
 			gz = gzt - patch->height * spriteyscale;
 
 			cut |= SC_SHEAR;
@@ -2123,11 +2126,7 @@ static void R_ProjectSprite(mobj_t *thing)
 			// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
 			// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
 			// remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes!
-
-			if (oldthing->scale != oldthing->old_scale) // Interpolate heights in reverse gravity when scaling mobjs
-				gz = interp.z + FixedMul(oldthing->height, FixedDiv(interp.scale, oldthing->scale)) - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
-			else
-				gz = interp.z + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
+			gz = interp.z + interp.height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
 			gzt = gz + FixedMul(spr_height, FixedMul(spriteyscale, this_scale));
 		}
 		else
@@ -2206,7 +2205,7 @@ static void R_ProjectSprite(mobj_t *thing)
 	vis->gy = interp.y;
 	vis->gz = gz;
 	vis->gzt = gzt;
-	vis->thingheight = thing->height;
+	vis->thingheight = height;
 	vis->pz = interp.z;
 	vis->pzt = vis->pz + vis->thingheight;
 	vis->texturemid = FixedDiv(gzt - viewz, spriteyscale);