dont compare our floatangle to ANGLE_180
smol oops
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@ -335,7 +335,7 @@ angle_t gld_FrustumAngle(angle_t tiltangle)
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// but at least it doesn't overestimate too much...
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clipfov = atan(1 / projMatrix[0]) * 360 / M_PI; // use the actual view of the scene
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floatangle = 2.0f + (45.0f + (tilt / 1.9f)) * clipfov / 90.0f;
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if (floatangle >= ANGLE_180)
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if (floatangle >= 180.0)
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return 0xffffffff;
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a1 = (angle_t)(ANG1 * (int)floatangle);
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return a1;
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