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- increase angular threshold for aligning wall sprites.
With full precision angles the old threshold is simply too low.
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@ -63,7 +63,7 @@ static walltype* IsOnWall(tspritetype* tspr, int height, DVector2& outpos)
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// Intentionally include two sided walls. Even on them the sprite should be projected onto the wall for better results.
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auto d = wal.delta();
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auto deltaang = absangle(VecToAngle(d), tspr->angle);
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const DAngle maxangdelta = DAngle360 / 2048;
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const DAngle maxangdelta = DAngle360 / 1024;
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// angle of the sprite must either be the wall's normal or the negative wall's normal to be aligned.
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if (deltaang >= DAngle90 - maxangdelta && deltaang <= DAngle90 + maxangdelta)
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