Critical render fixes, still more to go

Basically figured out I fail at trig again. Corrections and ray trace
debugging allowed a few fixes to enemy render.

Was calculating theta as asin(distance/hyp), when of course I needed the
opposite over hyp, that is asin(width/hyp).

Also, I were using angles in reference to the player direction for
future ray traces, when ray trace should always use true angle. Only
when we figure out where to draw do we use angle zeroed at the player
direction.
( fov limit | neg angles < p > pos angles | fov limit)

With these changes 3 ray check now appears correct, and I do not get the
popping in and out of before.

Final ray sweep still has issues. I think ray check and render locations
are not synced, so I will apply the same means there. That is
1. Render each ray trace
2. Correct rays to fit expected result
3. Correct enemy render to fit actual rays