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- made getzrangepoint slope sprite aware.
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@ -4444,7 +4444,7 @@ void getzrangepoint(const DVector3& pos, sectortype* sect,
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if ((cstat & (CSTAT_SPRITE_ALIGNMENT_MASK | CSTAT_SPRITE_BLOCK)) != (CSTAT_SPRITE_ALIGNMENT_FLOOR|CSTAT_SPRITE_BLOCK))
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continue; // Only check blocking floor sprites
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double fdaz = itActor->spr.pos.Z; // todo: consider slope sprites here.
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double fdaz = spriteGetZOfSlopef(&itActor->spr, pos.XY(), spriteGetSlope(itActor));
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// Only check if sprite's 2-sided or your on the 1-sided side
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if (((cstat & CSTAT_SPRITE_ONE_SIDE) != 0) && ((pos.Z > fdaz) == ((cstat & CSTAT_SPRITE_YFLIP) == 0)))
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