mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-11 07:34:33 +02:00
convert tabs to spaces
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@@ -39,7 +39,9 @@ struct Controller {
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void update() {
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float rot = 0.0f;
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enum { LEFT = 1, RIGHT = 2, FORTH = 4, BACK = 8, JUMP = 16, WALK = 32, ACTION = 64, WEAPON = 128, ROLL = 256, GROUND = 512, WATER = 1024, DEATH = 2048,
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enum { LEFT = 1, RIGHT = 2, FORTH = 4, BACK = 8,
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JUMP = 16, WALK = 32, ACTION = 64, WEAPON = 128, ROLL = 256,
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GROUND = 512, WATER = 1024, DEATH = 2048,
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PULL = 4096, PICKUP = 8192, SWITCH_ON = 16 * 1024, SWITCH_OFF = 32 * 1024, KEY = 64 * 1024, PUZZLE = 128 * 1024, HANG = 256 * 1024, FALL = 512 * 1024, COMPRESS = 1024 * 1024};
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int mask = 0;
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@@ -56,12 +58,10 @@ struct Controller {
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if (velocity.y > 2048) mask |= FALL;
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if (anim->state == TR::STATE_COMPRESS) mask |= COMPRESS;
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int origMask = mask;
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if (origMask & (FORTH | BACK))
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mask &= ~(LEFT | RIGHT);
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int stateMask[TR::STATE_MAX];
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for (int i = 0; i < TR::STATE_MAX; i++)
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stateMask[i] = -1;
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@@ -273,7 +273,6 @@ struct Controller {
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fCount = anim->frameEnd - anim->frameStart + 1;
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}
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move(velocity * dt);
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collide();
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59
src/level.h
59
src/level.h
@@ -899,64 +899,6 @@ struct Level {
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glEnd();
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}
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/*
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void debugEntity() {
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Core::setCulling(cfNone);
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Core::active.shader = NULL;
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glUseProgram(0);
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mat4 mProj;
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glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&mProj);
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glPushMatrix();
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glScalef(-SCALE, -SCALE, SCALE);
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for (int i = 0; i < entities.count; i++) {
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tr_entity *entity = &entities[i];
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glPushMatrix();
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glTranslatef(entity->x, entity->y, entity->z);
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for (int i = 0; i < models.count; i++)
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if (entity->id == models[i].id) {
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glRotatef((entity->rotation >> 14) * 90.0f, 0, 1, 0);
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tr_anim_frame *frame = (tr_anim_frame*)&frames[models[i].frame >> 1];
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glTranslatef(frame->x, frame->y, frame->z);
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break;
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}
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mat4 mView, mViewProj;
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glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&mView);
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mViewProj = mProj * mView;
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vec4 p = mViewProj * vec4(0, 0, 0, 1);
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if (p.w > 0) {
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p.xyz /= p.w;
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p.y = -p.y;
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p.xy = (p.xy * 0.5f + 0.5f) * vec2(Core::width, Core::height);
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char buf[16];
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sprintf(buf, "%d", entity->id);
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UI::begin();
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font->print(p.xy, vec4(1, 0, 0, 1), buf);
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UI::end();
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}
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glPopMatrix();
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}
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glPopMatrix();
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Core::setCulling(cfFront);
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Core::active.shader = NULL;
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glUseProgram(0);
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}
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bool isInsideRoom(const vec3 pos, tr_room *room) {
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vec3 min = vec3(room->info.x, room->info.yTop, room->info.z);
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Box box(min, min + vec3(room->xSectors * 1024, room->info.yBottom - room->info.yTop, room->zSectors * 1024));
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return box.intersect(vec3(-pos.x, -pos.y, pos.z) / SCALE);
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}
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*/
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float tickTextureAnimation = 0.0f;
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void update() {
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@@ -1017,7 +959,6 @@ struct Level {
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debugRooms();
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// debugLights();
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debugPortals();
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// debugEntity();
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Debug::Draw::end();
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#endif
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}
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26
src/utils.h
26
src/utils.h
@@ -131,23 +131,23 @@ struct quat {
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w = cosf(angle);
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}
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quat quat::operator - () const {
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quat operator - () const {
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return quat(-x, -y, -z, -w);
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}
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quat quat::operator + (const quat &q) const {
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quat operator + (const quat &q) const {
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return quat(x + q.x, y + q.y, z + q.z, w + q.w);
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}
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quat quat::operator - (const quat &q) const {
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quat operator - (const quat &q) const {
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return quat(x - q.x, y - q.y, z - q.z, w - q.w);
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}
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quat quat::operator * (const float s) const {
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quat operator * (const float s) const {
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return quat(x * s, y * s, z * s, w * s);
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}
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quat quat::operator * (const quat &q) const {
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quat operator * (const quat &q) const {
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return quat(w * q.x + x * q.w + y * q.z - z * q.y,
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w * q.y + y * q.w + z * q.x - x * q.z,
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w * q.z + z * q.w + x * q.y - y * q.x,
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@@ -166,19 +166,19 @@ struct quat {
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return sqrtf(length2());
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}
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void quat::normalize() {
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void normalize() {
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*this = normal();
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}
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quat quat::normal() const {
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quat normal() const {
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return *this * (1.0f / length());
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}
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quat quat::conjugate() const {
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quat conjugate() const {
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return quat(-x, -y, -z, w);
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}
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quat quat::inverse() const {
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quat inverse() const {
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return conjugate() * (1.0f / length2());
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}
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@@ -382,7 +382,7 @@ struct mat4 {
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return r;
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}
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quat mat4::getRot() const {
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quat getRot() const {
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float t, s;
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t = 1.0f + e00 + e11 + e22;
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if (t > EPS) {
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@@ -402,7 +402,7 @@ struct mat4 {
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}
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}
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void mat4::setRot(const quat &rot) {
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void setRot(const quat &rot) {
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float sx = rot.x * rot.x,
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sy = rot.y * rot.y,
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sz = rot.z * rot.z,
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@@ -430,11 +430,11 @@ struct mat4 {
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e12 = (t1 - t2) * inv;
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}
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vec3 mat4::getPos() const {
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vec3 getPos() const {
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return offset.xyz;
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}
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void mat4::setPos(const vec3 &pos) {
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void setPos(const vec3 &pos) {
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offset.xyz = pos;
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}
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};
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