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- wall sprite positioning tweaks.
Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.
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1 changed files with 2 additions and 2 deletions
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@ -62,7 +62,7 @@ static int GetClosestPointOnWall(spritetype* spr, walltype* wal, vec2_t* const n
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else if (d.x == 0)
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{
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// line is vertical.
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if (pos.x == w.x && (spr->ang & 0x3ff) == 0)
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if (abs(pos.x - w.x) <= 1 && (spr->ang & 0x3ff) == 0)
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{
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*n = pos.vec2;
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return 0;
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@ -72,7 +72,7 @@ static int GetClosestPointOnWall(spritetype* spr, walltype* wal, vec2_t* const n
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else if (d.y == 0)
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{
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// line is horizontal.
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if (pos.y == w.y && (spr->ang & 0x3ff) == 0x200)
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if (abs(pos.y - w.y) <= 1 && (spr->ang & 0x3ff) == 0x200)
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{
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*n = pos.vec2;
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return 0;
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