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- fixed check for wallsprites on walls.
This completely ignored the case where a wall was flagged as one-sided which was the main reason with that sneaky sign in E2L1. The problem is not entirely fixed with this but now it will detect that it's on a wall.
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@ -118,7 +118,7 @@ static int IsOnWall(tspritetype* tspr, int height)
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int topz = (tspr->pos.Z - ((height * tspr->yrepeat) << 2));
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for(auto& wal : wallsofsector(sect))
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{
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if ((wal.nextsector == -1 || ((wal.nextSector()->ceilingz > topz) ||
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if ((wal.nextsector == -1 || (wal.cstat & CSTAT_WALL_1WAY) || ((wal.nextSector()->ceilingz > topz) ||
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wal.nextSector()->floorz < tspr->pos.Z)) && !GetClosestPointOnWall(tspr, &wal, &n))
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{
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int const dst = abs(tspr->pos.X - n.X) + abs(tspr->pos.Y - n.Y);
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