TODO: fix prop col
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7af5e535c8
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@ -564,6 +564,27 @@ int main() {
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//~ }
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//~ }
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if ( actorPtr->pos2D.vx + actorPtr->body->max.vx / 2 > SCREENXRES ) {
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//~ if (curCamAngle > 4) {
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//~ curCamAngle = 0;
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//~ }
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if (curCamAngle < 5) {
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curCamAngle++;
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camPtr = camAngles[ curCamAngle ];
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LoadTexture(camPtr->tim_data, camPtr->BGtim);
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}
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}
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setCameraPos(camPtr->campos->pos, camPtr->campos->rot);
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setCameraPos(camPtr->campos->pos, camPtr->campos->rot);
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}
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}
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@ -764,16 +785,18 @@ int main() {
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}
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}
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// Moveable prop
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//~ // Moveable prop
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if ( !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vx &&
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//~ if ( !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vx &&
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!getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vz ) {
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//~ !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vz ) {
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if ( propPtr->node != curNode->siblings->list[ msh ]){
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//~ if ( propPtr->node != curNode->siblings->list[ msh ]){
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propPtr->node = curNode->siblings->list[ msh ];
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//~ propPtr->node = curNode->siblings->list[ msh ];
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}
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//~ }
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} else if ( !getIntCollision( *propPtr->body , *curNode->plane->body).vx &&
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//~ } else
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if ( !getIntCollision( *propPtr->body , *curNode->plane->body).vx &&
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!getIntCollision( *propPtr->body , *curNode->plane->body).vz ) {
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!getIntCollision( *propPtr->body , *curNode->plane->body).vz ) {
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propPtr->node = curNode;
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propPtr->node = curNode;
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@ -802,28 +825,13 @@ int main() {
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col_lvl = getIntCollision( *meshes[k]->body , *levelPtr->body );
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col_lvl = getIntCollision( *meshes[k]->body , *levelPtr->body );
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//~ col_lvl = getIntCollision( *actorPtr->body , *curNode->plane->body );
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//~ for (int plane = 0; plane < curNode->siblings->index; plane++) {
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//~ col_sphere = getIntCollision( *propPtr->body, *propPtr->node->plane->body );
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//~ col_sphere = getIntCollision( *propPtr->body, *curNode->siblings->list[ plane ]->plane->body);
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// col_sphere = getIntCollision( *propPtr->body, *levelPtr->body );
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//~ }
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col_sphere = getIntCollision( *propPtr->body, *propPtr->node->plane->body );
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//~ col_sphere = getIntCollision( *propPtr->body, *levelPtr->body );
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col_sphere_act = getExtCollision( *actorPtr->body, *propPtr->body );
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col_sphere_act = getExtCollision( *actorPtr->body, *propPtr->body );
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//~ // If !col, keep moving
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//~ if ( !col_lvl.vx ){ curNode->rigidbodies->list[k]->pos->vx = curNode->rigidbodies->list[k]->body->position.vx; }
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//~ if ( !col_lvl.vy ){ curNode->rigidbodies->list[k]->pos->vy = curNode->rigidbodies->list[k]->body->position.vy; };//meshes[k]->body->gForce.vy = 0;} // FIXME : Why the 15px offset ?
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//~ if ( !col_lvl.vz ){ curNode->rigidbodies->list[k]->pos->vz = curNode->rigidbodies->list[k]->body->position.vz; }
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//~ // If no col with ground, fall off
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//~ // If no col with ground, fall off
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if ( col_lvl.vy ) {
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if ( col_lvl.vy ) {
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@ -853,12 +861,6 @@ int main() {
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}
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}
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}
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}
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//~ if (!col_sphere_act.vx){
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//~ propPtr->body->velocity.vx = 0;
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//~ }
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meshes[k]->pos->vx = meshes[k]->body->position.vx;
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meshes[k]->pos->vx = meshes[k]->body->position.vx;
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meshes[k]->pos->vy = meshes[k]->body->position.vy ;
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meshes[k]->pos->vy = meshes[k]->body->position.vy ;
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@ -874,10 +876,8 @@ int main() {
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meshes[k]->body->velocity.vz = 0;
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meshes[k]->body->velocity.vz = 0;
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//~ curNode->rigidbodies->list[k]->body->velocity.vx = curNode->rigidbodies->list[k]->body->velocity.vz = 0;
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//~ FntPrint("V:%d ", curNode->rigidbodies->list[k]->body->velocity.vy);
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}
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}
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// }
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// }
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}
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}
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@ -990,6 +990,8 @@ int main() {
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FntPrint("Time : %d dt :%d\n", VSync(-1) / 60, dt);
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FntPrint("Time : %d dt :%d\n", VSync(-1) / 60, dt);
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FntPrint("Actor : %d %d\n", actorPtr->pos2D.vx + actorPtr->body->max.vx / 2, actorPtr->pos2D.vy);
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FntFlush(-1);
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FntFlush(-1);
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display();
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display();
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@ -1214,6 +1216,8 @@ void drawPoly(MESH * mesh, long * Flag, int atime){
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// Let's lerp between keyframes
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// Let's lerp between keyframes
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// TODO : Finish lerped animation implementation
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// Vertex 1
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// Vertex 1
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mesh->tmesh->v[ mesh->index[ t ].order.vx ].vx = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vx].vx << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vx].vx << precision, mesh->anim->cursor << precision) >> precision;
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mesh->tmesh->v[ mesh->index[ t ].order.vx ].vx = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vx].vx << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vx].vx << precision, mesh->anim->cursor << precision) >> precision;
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@ -1238,7 +1242,7 @@ void drawPoly(MESH * mesh, long * Flag, int atime){
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mesh->tmesh->v[ mesh->index[ t ].order.vy ].vy = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vy].vy << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vy].vy << precision, mesh->anim->cursor << precision) >> precision;
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mesh->tmesh->v[ mesh->index[ t ].order.vy ].vy = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vy].vy << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vy].vy << precision, mesh->anim->cursor << precision) >> precision;
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mesh->anim->cursor += 2 * mesh->anim->dir;
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mesh->anim->cursor += 24 * mesh->anim->dir;
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// Coord transformation from world space to screen space
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// Coord transformation from world space to screen space
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@ -1305,6 +1309,7 @@ void drawPoly(MESH * mesh, long * Flag, int atime){
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Flag
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Flag
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);
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);
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}
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}
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// Do not draw invisible meshes
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// Do not draw invisible meshes
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@ -1423,6 +1428,11 @@ void drawPoly(MESH * mesh, long * Flag, int atime){
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AddPrim(&ot[db][*mesh->OTz-2], poly);
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AddPrim(&ot[db][*mesh->OTz-2], poly);
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}
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}
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mesh->pos2D.vx = *(&poly->x0);
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mesh->pos2D.vy = *(&poly->x0 + 1);
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//~ mesh->pos2D.vy = poly->x0;
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//~ FntPrint("%d %d\n", *(&poly->x0), *(&poly->x0 + 1));
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nextpri += sizeof(POLY_GT3);
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nextpri += sizeof(POLY_GT3);
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}
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}
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@ -2472,7 +2482,9 @@ void callback() {
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//~ forceApplied -= 150;
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//~ forceApplied -= 150;
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//~ }
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//~ }
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cursor = div - 15;
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cursor = div - 15;
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timer = 30;
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timer = 30;
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lastPad = pad;
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lastPad = pad;
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}
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}
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9441
coridor2.c
9441
coridor2.c
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