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153cafc7e2
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2c5fa6ec54
3 changed files with 11 additions and 8 deletions
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@ -151,7 +151,7 @@ void CLayerCollision::render(DVECTOR &MapPos)
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xoff=MapPos.vx&15;
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xoff=MapPos.vx&15;
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yoff=MapPos.vy&15;
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yoff=MapPos.vy&15;
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mapx=MapPos.vx/16;
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mapx=MapPos.vx/16;
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mapy=MapPos.vy/16+4; // (pkg)
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mapy=MapPos.vy/16;
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for(y=-yoff;y<(20*16)-yoff;y+=16)
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for(y=-yoff;y<(20*16)-yoff;y+=16)
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{
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{
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coll=&Map[mapx+(mapy*MapWidth)];
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coll=&Map[mapx+(mapy*MapWidth)];
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@ -66,8 +66,11 @@ int YPos=MapPos.vy>>MapXYShift;
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MapXY.vx=XPos>>4;
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MapXY.vx=XPos>>4;
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MapXY.vy=YPos>>4;
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MapXY.vy=YPos>>4;
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if (LayerHdr->SubType==1) // BODGE AND A HALF
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{
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/**/ MapXY.vx+=TileMapOfs.vx;
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/**/ MapXY.vx+=TileMapOfs.vx;
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/**/ MapXY.vy+=TileMapOfs.vy;
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/**/ MapXY.vy+=TileMapOfs.vy;
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}
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ShiftX=XPos & 15;
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ShiftX=XPos & 15;
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ShiftY=YPos & 15;
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ShiftY=YPos & 15;
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@ -149,7 +149,7 @@ int MAP3D_CENTRE_Y=500;
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int MAP3D_BLOCKSTEPSIZE=315;
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int MAP3D_BLOCKSTEPSIZE=315;
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int MAP2D_CENTRE_X=-256;
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int MAP2D_CENTRE_X=-256;
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int MAP2D_CENTRE_Y=-136-(4*16);
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int MAP2D_CENTRE_Y=-136;
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int MAP2D_BLOCKSTEPSIZE=16;
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int MAP2D_BLOCKSTEPSIZE=16;
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int CAMERA_SCROLLLIMIT=8; // SB is this many tiles off centre at most
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int CAMERA_SCROLLLIMIT=8; // SB is this many tiles off centre at most
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@ -322,9 +322,9 @@ if(PadGetDown(0)&PAD_CIRCLE)
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// Move the camera offset
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// Move the camera offset
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m_playerScreenPos.vx=MAP3D_CENTRE_X+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vx)>>8);
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m_playerScreenPos.vx=MAP3D_CENTRE_X+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vx)>>8);
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m_playerScreenPos.vy=MAP3D_CENTRE_Y+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vy)>>8);;
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m_playerScreenPos.vy=MAP3D_CENTRE_Y+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vy)>>8);
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m_cameraOffset.vx=MAP2D_CENTRE_X+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx))>>8);
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m_cameraOffset.vx=MAP2D_CENTRE_X+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx))>>8);
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m_cameraOffset.vy=MAP2D_CENTRE_Y+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vy))>>8);;
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m_cameraOffset.vy=MAP2D_CENTRE_Y+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vy))>>8);
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m_cameraPos.vx=Pos.vx+m_cameraOffset.vx;
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m_cameraPos.vx=Pos.vx+m_cameraOffset.vx;
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m_cameraPos.vy=Pos.vy+m_cameraOffset.vy;
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m_cameraPos.vy=Pos.vy+m_cameraOffset.vy;
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