Attached is an example wad. If you run side to side behind the transparent-textured sector, you can see how the order of the drawn Cacodemons shifts around. Removing the transparency on the midtextures removes the issue. It also seems to require more than one transparent midtexture, and manifests when viewing sprites that are behind midtexture which itself is not closest to the camera. My hunch is its something to do with how the engine handles multiple overlapping transparent textures, and sprites that are included in that calculation get their rendering bumped artificially forwards meaning the overlap things they shouldn't.
This is tested with 4.6.1, and is easily replicable. Note: it seems to be present in 4.6, but not in in 4.5, so seems to be a relatively new issue. Apologies if this has already been reported - I searched but couldn't find anything.
Example screenshot. All the (dormant) Cacodemons are physically further away than the transparent SHAWN2 texture, but are being rendererd in front of it and the other (closer) Cacodemons.
