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Force proper wrapping on fov angles. (#699)
Co-authored-by: coco875 <59367621+coco875@users.noreply.github.com>
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@@ -1138,11 +1138,11 @@ f32 is_within_render_distance(Vec3f cameraPos, Vec3f objectPos, u16 orientationY
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}
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angleObject = get_angle_between_two_vectors(cameraPos, objectPos);
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minus_fov_angle = (orientationY - extended_fov);
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plus_fov_angle = (orientationY + extended_fov);
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minus_fov_angle = (s32)orientationY - (s32)extended_fov;
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plus_fov_angle = (s32)orientationY + (s32)extended_fov;
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if (minDistance == 0.0f) {
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if (is_visible_between_angle((orientationY + extended_fov), (orientationY - extended_fov), angleObject) == 1) {
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if (is_visible_between_angle(plus_fov_angle, minus_fov_angle, angleObject) == 1) {
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if (IsKalimariDesert()) {
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return distance / 6.5f; // set for better DD settings in Desert
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} else {
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