clean a bit
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797b29f8ee
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@ -786,11 +786,7 @@ int main() {
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camera.pos.vz = lerpD(camPath.points[camPath.cursor].vz << precision, camPath.points[camPath.cursor + 1].vz << precision, camPath.pos << precision) >> precision;
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//~ FntPrint("Cam %d, %d\n", (int32_t)camPath.points[camPath.cursor].vx, camPath.points[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("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath.pos, camPath.cursor, theta.vy, theta.vx);
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FntPrint("%d %d %d %d\n", camAngleToAct.vy, camera.pos.vx, camera.rot.vy, dist);
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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 camPath.vx and last camPath.vx
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@ -816,7 +812,6 @@ int main() {
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camPath.cursor ++;
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//~ camPath.dir = 1;
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}
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if (camPath.pos < -100 ){
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@ -825,7 +820,6 @@ int main() {
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camPath.cursor --;
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//~ camPath.dir *= -1;
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}
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// Last key pos is reached, reset cursor to first key pos, lerping sequence is over
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@ -838,6 +832,7 @@ int main() {
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}
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} else {
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// if no key pos exists, switch to next camMode
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camMode ++;
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@ -846,8 +841,6 @@ int main() {
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}
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//~ dt = time/180+1 - time/180;
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// Spatial partitioning
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for ( int msh = 0; msh < curNode->siblings->index; msh ++ ) {
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@ -868,7 +861,7 @@ int main() {
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}
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// FIXME !
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// DONTNEED ?
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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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@ -1005,8 +998,6 @@ int main() {
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if ( (camMode == 2) && (camPtr->tim_data ) ) {
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//~ if (camPtr->tim_data){
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drawBG();
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// Loop on camAngles
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@ -1019,13 +1010,9 @@ int main() {
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}
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// Get screen coordinates of actor
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//~ }
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}
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else {
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//~ long t = 0;
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// Draw current node's plane
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@ -1096,6 +1083,7 @@ int main() {
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FntPrint("Time : %d dt :%d\n", VSync(-1) / 60, dt);
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FntPrint("%d\n", curCamAngle );
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//~ FntPrint("Actor : %d %d\n", actorPtr->pos->vx, actorPtr->pos->vy);
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//~ FntPrint("%d %d\n", actorPtr->pos->vx, actorPtr->pos->vz);
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