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| author | Nguyễn Gia Phong <mcsinyx@disroot.org> | 2023-03-26 00:38:21 +0900 |
|---|---|---|
| committer | Nguyễn Gia Phong <mcsinyx@disroot.org> | 2023-03-26 00:38:21 +0900 |
| commit | 027e856c0f168b6c8c073de7899c8c5254716181 (patch) | |
| tree | 018e90554243666f8a4e128052c848a8ca0a8800 /src/GameDraw.cpp | |
| parent | 41c669c1978bdf8f7d0bbde0d18d0b7b73a03bc1 (diff) | |
| download | blackshades-027e856c0f168b6c8c073de7899c8c5254716181.tar.gz | |
Convert a few linear algebra functions to Zig
Diffstat (limited to 'src/GameDraw.cpp')
| -rw-r--r-- | src/GameDraw.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp index 1fbbca2..cdd0229 100644 --- a/src/GameDraw.cpp +++ b/src/GameDraw.cpp @@ -682,13 +682,13 @@ void Game::DrawGLScene(void) if(person[i].killtarget>-1&&person[i].killtargetvisible&&person[i].skeleton.free==0&&person[person[i].killtarget].skeleton.free==0){ - sprites.MakeSprite(bulletinstant, (shotdelayamount/difficulty-person[i].shotdelay)/shotdelayamount/difficulty/2, 1, person[i].shotdelay/shotdelayamount/difficulty, person[i].shotdelay/shotdelayamount/difficulty, DoRotation(person[i].skeleton.joints[lefthand].position,0,person[i].playerrotation,0)+person[i].playercoords, person[person[i].killtarget].skeleton.joints[abdomen].position+person[person[i].killtarget].playercoords, person[i].shotdelay*2); + sprites.MakeSprite(bulletinstant, (shotdelayamount/difficulty-person[i].shotdelay)/shotdelayamount/difficulty/2, 1, person[i].shotdelay/shotdelayamount/difficulty, person[i].shotdelay/shotdelayamount/difficulty, rotate(person[i].skeleton.joints[lefthand].position,0,person[i].playerrotation,0)+person[i].playercoords, person[person[i].killtarget].skeleton.joints[abdomen].position+person[person[i].killtarget].playercoords, person[i].shotdelay*2); } if(person[i].killtarget>-1&&person[i].killtargetvisible&&person[i].skeleton.free==0&&person[person[i].killtarget].skeleton.free!=0){ - sprites.MakeSprite(bulletinstant, (shotdelayamount/difficulty-person[i].shotdelay)/shotdelayamount/difficulty/2, 1, person[i].shotdelay/shotdelayamount/difficulty, person[i].shotdelay/shotdelayamount/difficulty, DoRotation(person[i].skeleton.joints[lefthand].position,0,person[i].playerrotation,0)+person[i].playercoords, person[person[i].killtarget].skeleton.joints[abdomen].position, person[i].shotdelay*2); + sprites.MakeSprite(bulletinstant, (shotdelayamount/difficulty-person[i].shotdelay)/shotdelayamount/difficulty/2, 1, person[i].shotdelay/shotdelayamount/difficulty, person[i].shotdelay/shotdelayamount/difficulty, rotate(person[i].skeleton.joints[lefthand].position,0,person[i].playerrotation,0)+person[i].playercoords, person[person[i].killtarget].skeleton.joints[abdomen].position, person[i].shotdelay*2); } |
