Improve worldpos.h
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@@ -61,7 +61,7 @@ void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
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float_t animPercentage = entity->animTime / ENTITY_ANIM_WALK_DURATION;
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// Get facing rel, we know we moved from the inverse direction.
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int8_t x, y;
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worldunits_t x, y;
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entityDirGetRelative(entity->direction, &x, &y);
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x = -x, y = -y;
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@@ -163,9 +163,9 @@ void sceneMapRenderMap() {
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chunk_t *chunk = MAP.chunkOrder[i];
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vec3 min, max;
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min[0] = chunk->x * CHUNK_WIDTH * TILE_SIZE;
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min[1] = chunk->y * CHUNK_HEIGHT * TILE_SIZE;
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min[2] = chunk->z * CHUNK_DEPTH * TILE_SIZE;
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min[0] = chunk->position.x * CHUNK_WIDTH * TILE_SIZE;
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min[1] = chunk->position.y * CHUNK_HEIGHT * TILE_SIZE;
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min[2] = chunk->position.z * CHUNK_DEPTH * TILE_SIZE;
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// center tile
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min[0] -= TILE_SIZE / 2.0f;
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@@ -177,10 +177,10 @@ void sceneMapRenderMap() {
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max[2] = min[2];
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color_t color = COLOR_WHITE;
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if(chunk->x % 2 == 0) {
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color = (chunk->y % 2 == 0) ? COLOR_BLACK : COLOR_WHITE;
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if(chunk->position.x % 2 == 0) {
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color = (chunk->position.y % 2 == 0) ? COLOR_BLACK : COLOR_WHITE;
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} else {
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color = (chunk->y % 2 == 0) ? COLOR_WHITE : COLOR_BLACK;
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color = (chunk->position.y % 2 == 0) ? COLOR_WHITE : COLOR_BLACK;
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}
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spriteBatchPush3D(
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