Fixes #7; Move sprite/billboard system to graphics.c
This commit is contained in:
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dd4290fe4e
commit
8469e7aeb0
@ -130,5 +130,4 @@ typedef struct LEVEL {
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CAMPATH * camPath;
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CAMANGLE ** camAngles;
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NODE * curNode;
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MESH * meshPlan; // This one is temporary
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} LEVEL;
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@ -128,7 +128,7 @@ MESH level0_meshCube = {
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&level0_modelCube_body,
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0,
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0,
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0
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0,
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};
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SVECTOR level0_modelPlane_mesh[] = {
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@ -904,86 +904,6 @@ TMESH level0_modelPlane = {
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100
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};
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SVECTOR level0_modelPlan_mesh[] = {
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{ -45,36,-3 },
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{ 48,36,-3 },
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{ -45,2,2 },
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{ 48,2,2 }
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};
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SVECTOR level0_modelPlan_normal[] = {
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0,638,4046, 0,
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0,638,4046, 0,
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0,638,4046, 0,
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0,638,4046, 0
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};
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SVECTOR level0_modelPlan_uv[] = {
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64,155, 0, 0,
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129,155, 0, 0,
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129,130, 0, 0,
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64,130, 0, 0
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};
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CVECTOR level0_modelPlan_color[] = {
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80, 80, 80, 0,
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128, 128, 128, 0,
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128, 128, 128, 0
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};
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PRIM level0_modelPlan_index[] = {
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0,1,3,2,8
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};
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BODY level0_modelPlan_body = {
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{0, 0, 0, 0},
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-40,-40,194, 0,
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0,0,0, 0,
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1,
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ONE/1,
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-45,2,-3, 0,
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48,36,2, 0,
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0,
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};
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TMESH level0_modelPlan = {
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level0_modelPlan_mesh,
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level0_modelPlan_normal,
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level0_modelPlan_uv,
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level0_modelPlan_color,
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1
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};
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extern unsigned long _binary_TIM_home_tim_start[];
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TIM_IMAGE level0_tim_home;
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MESH level0_meshPlan = {
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4,
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&level0_modelPlan,
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level0_modelPlan_index,
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&level0_tim_home,
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_binary_TIM_home_tim_start,
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{0},
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{-40,-40,194, 0},
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{0,0,0},
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0,
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1,
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0,
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0,
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0,
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0,
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0,
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0,
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1,
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0,
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0,
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&level0_modelPlan_body,
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0,
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0,
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0
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};
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MESH level0_meshPlane = {
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400,
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&level0_modelPlane,
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@ -1007,7 +927,7 @@ MESH level0_meshPlane = {
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&level0_modelPlane_body,
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0,
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0,
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0
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0,
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};
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MESH * level0_meshes[2] = {
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@ -1080,5 +1000,5 @@ LEVEL level0 = {
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&level0_camPath,
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(CAMANGLE **)&level0_camAngles,
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&level0_nodePlane,
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&level0_meshPlan
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};
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@ -72,16 +72,3 @@ extern NODE * level0_curNode;
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extern NODE level0_nodePlane;
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extern SVECTOR level0_modelPlan_normal[];
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extern SVECTOR level0_modelPlan_uv[];
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extern CVECTOR level0_modelPlan_color[];
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extern PRIM level0_modelPlan_index[];
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extern BODY level0_modelPlan_body;
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extern TMESH level0_modelPlan;
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extern MESH level0_meshPlan;
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@ -11022,6 +11022,5 @@ LEVEL level1 = {
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&level1_camAngle_camPath_001,
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&level1_camPath,
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(CAMANGLE **)&level1_camAngles,
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&level1_nodegnd_002,
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&level1_meshPlan
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&level1_nodegnd_002
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};
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@ -311,7 +311,14 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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);
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}
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} else {
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// No animation
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// Mesh is sprite
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if (mesh->isSprite){
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// Find inverse rotation matrix so that sprite always faces camera
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MATRIX rot, invRot;
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ReadRotMatrix(&rot);
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TransposeMatrix(&rot, &invRot);
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SetMulRotMatrix(&invRot);
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}
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// Use regular vertex coords
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nclip = RotAverageNclip4(
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&mesh->tmesh->v[ mesh->index[t].order.pad ],
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@ -334,6 +341,7 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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);
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}
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if (mesh->isSprite){
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// Turn off shading on sprite
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SetShadeTex( poly4, 1 );
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}
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// Transparency effect
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@ -381,6 +389,13 @@ long drawTri(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri
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}
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} else {
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// No animation
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if (mesh->isSprite){
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// Find inverse rotation matrix so that sprite always faces camera
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MATRIX rot, invRot;
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ReadRotMatrix(&rot);
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TransposeMatrix(&rot, &invRot);
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SetMulRotMatrix(&invRot);
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}
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// Use model's regular vertex coordinates
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nclip = RotAverageNclip3(
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&mesh->tmesh->v[ mesh->index[t].order.vx ],
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73
src/main.c
73
src/main.c
@ -87,8 +87,6 @@ int meshes_length = 0;
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NODE curNode = {0};
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CAMPATH camPath = {0};
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CAMANGLE camPtr = {0}, camAngles[] = {0};
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MESH meshPlan = {0};
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VECTOR modelPlan_pos = {0};
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LEVEL curLvl = {
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&BGc,
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&BKc,
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@ -102,8 +100,7 @@ LEVEL curLvl = {
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&camPtr,
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&camPath,
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(CAMANGLE **)&camAngles,
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&curNode,
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&meshPlan
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&curNode
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};
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LEVEL * loadLvl;
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// Pad
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@ -229,22 +226,7 @@ int main() {
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// using atantable (faster)
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camAngleToAct.vy = (patan(-posToActor.vx, -posToActor.vz) / 16) - 3076 ;
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camAngleToAct.vx = patan(dist, posToActor.vy) >> 4;
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// Sprite system WIP
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objAngleToCam.vy = patan( posToCam.vx,posToCam.vz );
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objAngleToCam.vx = patan( posToCam.vx,posToCam.vy );
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//~ objAngleToCam.vz = patan( posToCam.vz,posToCam.vy );
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//~ objAngleToCam.vx = patan( psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy), posToCam.vy );
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//~ curLvl.meshPlan.rot->vx = -( (objAngleToCam.vx >> 4) - 3076 ) ;
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//~ curLvl.meshPlan.rot->vx = (( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12) * (nsin(posToCam.vz) >> 10 < 0 ? -1 : 1);
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//~ curLvl.meshPlan.rot->vx = ( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12 ;
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curLvl.meshPlan->rot.vy = -( (objAngleToCam.vy >> 4) + 1024 ) ;
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//~ posToCam = getVectorTo(*curLvl.meshPlan.pos, camera.pos);
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//~ posToCam = getVectorTo(camera.pos, *curLvl.meshPlan.pos);
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posToCam.vx = -camera.pos.vx - curLvl.meshPlan->pos.vx ;
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posToCam.vz = -camera.pos.vz - curLvl.meshPlan->pos.vz ;
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posToCam.vy = -camera.pos.vy - curLvl.meshPlan->pos.vy ;
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//~ psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy);
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// Actor Forward vector for 3d relative orientation
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// Find Actor's forward vector
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fVecActor = curLvl.actorPtr->pos;
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fVecActor.vx = curLvl.actorPtr->pos.vx + (nsin(curLvl.actorPtr->rot.vy/2));
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fVecActor.vz = curLvl.actorPtr->pos.vz - (ncos(curLvl.actorPtr->rot.vy/2));
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@ -264,20 +246,10 @@ int main() {
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camera.pos.vx = -(camera.x/ONE);
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camera.pos.vy = -(camera.y/ONE);
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camera.pos.vz = -(camera.z/ONE);
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//~ InvCamPos.vx = camera.x/ONE;
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//~ InvCamPos.vz = camera.z/ONE;
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//~ applyVector(&InvCamPos, -1,-1,-1, *=);
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angle.vy = -(curLvl.actorPtr->rot.vy / 2) + angleCam.vy;
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//~ angle.vx += 10;
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//~ FntPrint("cos %d", (ncos(angle.vy) * ncos(angle.vx)) >> 12);
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//~ angle = curLvl.actorPtr->rot->vy;
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// Camera horizontal position
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getCameraZY(&camera.z, &camera.y, curLvl.actorPtr->pos.vz, curLvl.actorPtr->pos.vy, angle.vx, dist);
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getCameraXZ(&camera.x, &camera.z, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vz, angle.vy, dist);
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//~ getCameraXZY(&camera.x, &camera.z, &camera.y, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vz, curLvl.actorPtr->pos.vy, angle.vy, angle.vx, dist);
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//~ void getCameraXZY(int * x, int * z, int * y, int actorX, int actorZ, int actorY, int angle, int angleX, int distance) {
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// Camera vertical position
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//~ getCameraXZ(&camera.x, &camera.y, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vy, angle, dist);
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// FIXME! camera lerping to pos
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//~ angle += lerp(camera.rot.vy, -curLvl.actorPtr->rot->vy, 128);
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//~ angle = lerpD(camera.rot.vy << 12, curLvl.actorPtr->rot->vy << 12, 1024 << 12) >> 12;
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@ -289,9 +261,7 @@ int main() {
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//~ camera.pos.vy = -(camera.y/ONE);
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camera.pos.vy = 100;
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camera.pos.vz = -(camera.z/ONE);
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//~ fVecActor = *curLvl.actorPtr->pos;
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//~ fVecActor.vx = curLvl.actorPtr->pos->vx + (nsin(curLvl.actorPtr->rot->vy));
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//~ fVecActor.vz = curLvl.actorPtr->pos->vz - (ncos(curLvl.actorPtr->rot->vy));
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getCameraXZ(&camera.x, &camera.z, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vz, angle.vy, dist);
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angle.vy += 10;
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}
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@ -309,10 +279,6 @@ int main() {
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if (curLvl.camPtr->tim_data){
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checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr);
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if ( curLvl.camAngles[ curCamAngle ]->fw.v0.vx ) {
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//~ FntPrint("BL x : %d, y : %d\n", camAngles[ curCamAngle ]->fw.v3.vx, camAngles[ curCamAngle ]->fw.v3.vy);
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//~ FntPrint("BR x : %d, y : %d\n", camAngles[ curCamAngle ]->fw.v2.vx, camAngles[ curCamAngle ]->fw.v2.vy);
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//~ FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr) );
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//~ FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) );
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// If actor in camAngle->fw area of screen
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if ( checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr) == -1 &&
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( checkLineW( &curLvl.camAngles[ curCamAngle ]->bw.v2, &curLvl.camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) >= 0
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@ -326,9 +292,6 @@ int main() {
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}
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}
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if ( curLvl.camAngles[ curCamAngle ]->bw.v0.vx ) {
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//~ FntPrint("BL x : %d, y : %d\n", camAngles[ curCamAngle ]->bw.v3.vx, camAngles[ curCamAngle ]->bw.v3.vy);
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//~ FntPrint("BR x : %d, y : %d\n", camAngles[ curCamAngle ]->bw.v2.vx, camAngles[ curCamAngle ]->bw.v2.vy);
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//~ // FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) );
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// If actor in camAngle->bw area of screen
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if ( checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr) >= 0 &&
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checkLineW( &curLvl.camAngles[ curCamAngle ]->bw.v2, &curLvl.camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) == -1
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@ -365,10 +328,6 @@ int main() {
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camera.pos.vx = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vx << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vx << precision, curLvl.camPath->pos << precision) >> precision;
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camera.pos.vy = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vy << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vy << precision, curLvl.camPath->pos << precision) >> precision;
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camera.pos.vz = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vz << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vz << precision, curLvl.camPath->pos << precision) >> precision;
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//~ FntPrint("Cam %d, %d\n", (int32_t)curLvl.camPath->points[curLvl.camPath->cursor].vx, curLvl.camPath->points[curLvl.camPath->cursor+1].vx);
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//~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz);
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//~ FntPrint("Theta y: %d x: %d\n", theta.vy, theta.vx);
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//~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", curLvl.camPath->pos, curLvl.camPath->cursor, theta.vy, theta.vx);
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// Linearly increment the lerp factor
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curLvl.camPath->pos += 20;
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// If camera has reached next key pos, reset pos index, move cursor to next key pos
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@ -409,7 +368,6 @@ int main() {
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camera.pos.vx = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vx << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vx << precision, curLvl.camPath->pos << precision) >> precision;
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camera.pos.vy = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vy << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vy << precision, curLvl.camPath->pos << precision) >> precision;
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camera.pos.vz = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vz << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vz << precision, curLvl.camPath->pos << precision) >> precision;
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//~ FntPrint("%d %d %d %d\n", camAngleToAct.vy, camera.pos.vx, camera.rot.vy, dist);
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// Ony move cam if position is between first curLvl.camPath->vx and last curLvl.camPath->vx
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if ( camAngleToAct.vy < -50 && camera.pos.vx > curLvl.camPath->points[curLvl.camPath->len - 1].vx ) {
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// Clamp curLvl.camPath position to cameraSpeed
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@ -449,14 +407,6 @@ int main() {
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curLvl.levelPtr = curLvl.curNode->plane;
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}
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}
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// DONTNEED ?
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// Moveable prop
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//~ if ( !getIntCollision( *propPtr->body , *curLvl.curNode->siblings->list[msh]->plane->body).vx &&
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//~ !getIntCollision( *propPtr->body , *curLvl.curNode->siblings->list[msh]->plane->body).vz ) {
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//~ if ( propPtr->node != curLvl.curNode->siblings->list[ msh ]){
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//~ propPtr->node = curLvl.curNode->siblings->list[ msh ];
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//~ }
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//~ }
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if ( !getIntCollision( *curLvl.propPtr->body , *curLvl.curNode->plane->body).vx &&
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!getIntCollision( *curLvl.propPtr->body , *curLvl.curNode->plane->body).vz ) {
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curLvl.propPtr->node = curLvl.curNode;
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@ -528,7 +478,6 @@ int main() {
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enlightMesh(&curLvl, curLvl.camAngles[curCamAngle]->objects[mesh], &lgtang);
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transformMesh(&camera, curLvl.camAngles[curCamAngle]->objects[mesh]);
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drawPoly(curLvl.camAngles[curCamAngle]->objects[mesh], &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]);
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// int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw)
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}
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}
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else {
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@ -578,14 +527,8 @@ int main() {
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FntPrint("Time : %d dt :%d", timeS, dt);
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//~ FntPrint("%d\n", curCamAngle );
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//~ FntPrint("%x\n", primbuff[db]);
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//~ FntPrint("Actor : %d %d\n", curLvl.actorPtr->pos->vx, curLvl.actorPtr->pos->vy);
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//~ FntPrint("%d %d\n", curLvl.actorPtr->pos->vx, curLvl.actorPtr->pos->vz);
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//~ FntPrint("%d %d\n", curLvl.actorPtr->pos2D.vx + CENTERX, curLvl.actorPtr->pos2D.vy + CENTERY);
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//~ FntPrint(" %d %d %d\n", wp.vx, wp.vy, wp.vz);
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FntFlush(-1);
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display( &disp[db], &draw[db], otdisc[db], primbuff[db], &nextpri, &db);
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//~ display(disp, draw, otdisc[db], primbuff[db], nextpri, db);
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//~ frame = VSync(-1);
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}
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return 0;
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}
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@ -594,8 +537,6 @@ void callback() {
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read_controller( &theControllers[0], &controllers[0].pad[0], 0 ); // Read controllers
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// Pad 2
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read_controller( &theControllers[1], &controllers[1].pad[0], 1 );
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//~ u_short pad = PadRead(0);
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//~ u_short pad = 0;
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u_char PADL = ~theControllers[0].button1;
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u_char PADR = ~theControllers[0].button2;
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static u_short lastPad;
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@ -604,7 +545,6 @@ void callback() {
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static int lerpValues[4096 >> 7];
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static short cursor = 0;
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static short angleCamTimer = 0;
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//~ static short curCamAngle = 0;
|
||||
if( !lerpValues[0] ) {
|
||||
for ( long long i = 0; i < div ; i++ ){
|
||||
lerpValues[(div-1)-i] = lerp(-24, -264, easeIn(i));
|
||||
@ -738,10 +678,10 @@ void callback() {
|
||||
}
|
||||
if ( PADL & PadSelect && !timer ) {
|
||||
//~ if (!levelHasChanged){
|
||||
//~ #ifndef USECD
|
||||
#ifndef USECD
|
||||
printf("load:%p:%08x:%s", &load_all_overlays_here, &level, overlayFile);
|
||||
//~ PCload( &load_all_overlays_here, &levelHasChanged, overlayFile );
|
||||
//~ #endif
|
||||
#endif
|
||||
#ifdef USECD
|
||||
level = !level;
|
||||
//~ levelHasChanged = 1;
|
||||
@ -776,8 +716,7 @@ void callback() {
|
||||
angleCam.vy += lerp( angleCam.vy, 0, 64 ) == 0 ? 1 : lerp( angleCam.vy, 0, 64 );
|
||||
}
|
||||
}
|
||||
//~ FntPrint("level :%d", level);
|
||||
//~ FntPrint("angleCam :%d %d\n", angleCam.vy, lerp( angleCam.vy, 0, 64) );
|
||||
// Print controller infos
|
||||
//~ FntPrint( "Pad 1 : %02x\nButtons:%02x %02x, Stick:%02d %02d %02d %02d\n",
|
||||
//~ theControllers[0].type, // Controller type : 0x00 == none, 0x41 == standard, 0x73 == analog/dualshock, 0x12 == mouse, 0x23 == steering wheel, 0x63 == gun, 0x53 == analog joystick
|
||||
//~ theControllers[0].button1, //
|
||||
|
Loading…
Reference in New Issue
Block a user