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ray:: fixed a glitch on movement
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@ -1144,8 +1144,8 @@ EX void cast() {
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GLERR("uniform mediump IPD");
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if(o->uWallOffset != -1) {
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glUniform1i(o->uWallOffset, wall_offset(centerover));
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glUniform1i(o->uSides, centerover->type + (WDIM == 2 ? 2 : 0));
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glUniform1i(o->uWallOffset, wall_offset(cs));
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glUniform1i(o->uSides, cs->type + (WDIM == 2 ? 2 : 0));
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}
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auto sa = hybrid::gen_sample_list();
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@ -1176,7 +1176,7 @@ EX void cast() {
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if(!sol && !nil && (reflect_val || reg3::ultra_mirror_in())) {
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if(BITRUNCATED) exit(1);
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for(int j=0; j<centerover->type; j++) {
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for(int j=0; j<cs->type; j++) {
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transmatrix T = inverse(ms[j]);
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hyperpoint h = tC0(T);
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ld d = hdist0(h);
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