422 {
424 {
428 float min_angle = w_angle - offset;
429 float max_angle = w_angle + offset;
430
431 if (min_angle < 0) min_angle += 360;
432 if (max_angle > 360) max_angle -= 360;
433
434 if (min_angle > max_angle)
435 {
436 if (min_angle <= deg_angle)
437 {
438 if (deg_angle > max_angle)
439 {
440 return w;
441 }
442 }
443 else
444 {
445 if (deg_angle < max_angle)
446 {
447 return w;
448 }
449 }
450 }
451 else
452 {
453 if (deg_angle >= min_angle && deg_angle < max_angle)
454 {
455 return w;
456 }
457 }
458 }
459
460 return NULL;
461 }