Working on more AI kinks.
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@ -31,7 +31,7 @@ void _pokerGameActionBetOnUpdate(
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// Are they human?
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player = game->poker.players + game->poker.bet.better;
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isHuman = game->poker.bet.better == POKER_PLAYER_HUMAN_INDEX && false;
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isHuman = game->poker.bet.better == POKER_PLAYER_HUMAN_INDEX;
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// Handle as an AI
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if(isHuman) {
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@ -12,7 +12,6 @@ void _pokerGameActionLookOnStart(
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) {
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pokergame_t *game = (pokergame_t *)action->data;
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pokergameactiondata_t *data = game->actionData + i;
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printf("Looking at %u\n", data->lookAtPlayer);
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pokerWorldLookAtPlayer(&game->scene, data->lookAtPlayer);
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queueNext(queue);
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}
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@ -59,7 +59,7 @@ void pokerUiUpdate(
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// Set up the camera perspective
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cameraPerspective(&camera, 45,
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(float)POKER_UI_PLAYER_IMAGE_SIZE / (float)POKER_UI_PLAYER_IMAGE_SIZE,
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0.03f, 10.0f
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0.03f, 100.0f
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);
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// Render the face of each player.
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@ -33,7 +33,7 @@
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#define POKER_UI_PLAYER_HEIGHT POKER_UI_PLAYER_IMAGE_SIZE
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#define POKER_UI_PLAYER_IMAGE_RESOLUTION POKER_UI_PLAYER_IMAGE_SIZE * 2
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#define POKER_UI_PLAYER_IMAGE_DIST 0.8f
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#define POKER_UI_PLAYER_IMAGE_DIST 0.7f
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#define POKER_UI_PLAYER_IMAGE_Y 0.1f
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#define POKER_UI_PLAYER_PADDING 8
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#define POKER_UI_PLAYER_CHIPS_ANIMATION_SPEED 0.5f
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@ -40,16 +40,15 @@ void pokerWorldInit(
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void pokerWorldLookAtPlayer(
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vnscene_t *scene, uint8_t playerIndex
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) {
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vnSceneLookAtCharacter(scene, playerIndex, -1);
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// uint8_t seat = pokerGameSeatFromIndex(playerIndex);
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// vnSceneLookAtCharacter(scene,
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// scene->cameraLook.x,
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// scene->cameraLook.y,
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// scene->cameraLook.z,
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// POKER_WORLD_SEAT_POSITION_X(seat),
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// scene->cameraLook.lookY,
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// POKER_WORLD_SEAT_POSITION_Z(seat)
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// );
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vncharacter_t *character = scene->characters + playerIndex;
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vnSceneLookAt(scene,
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scene->cameraLook.x,
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scene->cameraLook.y,
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scene->cameraLook.z,
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character->x,
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scene->cameraLook.lookY,
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character->z
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);
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}
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void pokerWorldRender(pokerworld_t *world, pokergameassets_t *assets) {
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