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@@ -11,6 +11,8 @@
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#define ENTITY_ANIM_TURN_DURATION 0.06f
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#define ENTITY_ANIM_TURN_DURATION 0.06f
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#define ENTITY_ANIM_WALK_DURATION 0.1f
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#define ENTITY_ANIM_WALK_DURATION 0.1f
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typedef struct entity_s entity_t;
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typedef enum {
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typedef enum {
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ENTITY_ANIM_IDLE,
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ENTITY_ANIM_IDLE,
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ENTITY_ANIM_TURN,
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ENTITY_ANIM_TURN,
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@@ -30,7 +30,7 @@ void entityDirGetRelative(
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switch(from) {
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switch(from) {
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case ENTITY_DIR_NORTH:
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case ENTITY_DIR_NORTH:
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*outX = 0;
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*outX = 0;
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*outY = -1;
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*outY = 1;
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break;
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break;
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case ENTITY_DIR_EAST:
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case ENTITY_DIR_EAST:
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@@ -40,7 +40,7 @@ void entityDirGetRelative(
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case ENTITY_DIR_SOUTH:
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case ENTITY_DIR_SOUTH:
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*outX = 0;
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*outX = 0;
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*outY = 1;
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*outY = -1;
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break;
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break;
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case ENTITY_DIR_WEST:
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case ENTITY_DIR_WEST:
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@@ -8,6 +8,9 @@
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#pragma once
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#pragma once
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#include "dusk.h"
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#include "dusk.h"
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#define TILE_POS_MIN -128
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#define TILE_POS_MAX 127
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#define CHUNK_WIDTH 16
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#define CHUNK_WIDTH 16
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#define CHUNK_HEIGHT CHUNK_WIDTH
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#define CHUNK_HEIGHT CHUNK_WIDTH
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#define CHUNK_DEPTH 8
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#define CHUNK_DEPTH 8
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@@ -39,6 +42,10 @@ typedef struct chunkpos_t {
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chunkunit_t x, y, z;
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chunkunit_t x, y, z;
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} chunkpos_t;
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} chunkpos_t;
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typedef struct tilepos_s {
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tileunit_t x, y, z;
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} tilepos_t;
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/**
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/**
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* Compares two world positions for equality.
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* Compares two world positions for equality.
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*
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*
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@@ -62,7 +62,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
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float_t worldH = (float)SCREEN.height / pixelsPerUnit;
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float_t worldH = (float)SCREEN.height / pixelsPerUnit;
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float_t z = (worldH * 0.5f) / tanf(fov * 0.5f);
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float_t z = (worldH * 0.5f) / tanf(fov * 0.5f);
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worldpos_t worldPos = rpgCameraGetPosition();
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worldpos_t worldPos = rpgCameraGetPosition();
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float_t offset = 16.0f;
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float_t offset = -16.0f;
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vec3 worldPosVec = {
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vec3 worldPosVec = {
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worldPos.x,
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worldPos.x,
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@@ -78,7 +78,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
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worldPosVec[2] + z
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worldPosVec[2] + z
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},
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},
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worldPosVec,
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worldPosVec,
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(vec3){ 0, -1, 0 }, // up
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(vec3){ 0, 1, 0 }, // up
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eye
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eye
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);
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);
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, eye));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, eye));
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