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@ -231,7 +231,8 @@ typedef struct
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plane (fish eye correction), otherwise it is
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the straight distance to the ray start
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position. */
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uint8_t direction; ///< Direction of hit.
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uint8_t direction; /**< Direction of hit. The convention for angle
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units is explained above. */
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RCL_Unit textureCoord; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
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texture coordinate (horizontal). */
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RCL_Vector2D square; ///< Collided square coordinates.
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