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- fixed: getzrange must look a bit further for sprites affecting the current position.
This was missed when the function was rewritten because the code was too unclear about it.
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@ -1027,6 +1027,12 @@ void getzrange(const DVector3& pos, sectortype* sect, double* ceilz, CollisionBa
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florhit.setSector(nsec);
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}
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}
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else if (checkRangeOfWall(&wal, EWallFlags::FromInt(dawalclipmask), pos, maxdist + 64., theZs))
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{
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// extend the search distance for neighboring sectors a bit further so that we can find sprites outside the search range extending to our position.
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auto nsec = wal.nextSector();
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search.Add(nsec);
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}
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}
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}
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