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- let a sight check that gets lost return failure.
This way these cannnot unwantedly wake up monsters.
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@ -773,8 +773,7 @@ bool SightCheck::P_SightPathTraverse ()
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case 0: // neither xintercept nor yintercept match!
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sightcounts[5]++;
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// Continuing won't make things any better, so we might as well stop right here
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count = 1000;
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break;
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return false;
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case 1: // xintercept matches
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xintercept += xstep;
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