Fixed some warnings
Moved global width/height
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12
code/first.c
12
code/first.c
@@ -26,13 +26,10 @@
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#include "game/impl/bandit.c"
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#include "game/testnavmesh.h"
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const int width = 1280;
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const int height = 720;
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int main(int argc, char **argv)
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{
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(void)argc;
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(void)argv;
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(void) argc;
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(void) argv;
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
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{
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@@ -150,6 +147,9 @@ int main(int argc, char **argv)
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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const int width = 1280;
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const int height = 720;
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while (running)
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{
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SDL_Event e;
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@@ -161,7 +161,7 @@ int main(int argc, char **argv)
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}
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V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
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V2F(e.button.x, e.button.y),
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V2F(width, height)
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V2F((F32) width, (F32) height)
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));
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game->world->mouseProjected = V2F(projection.x, projection.y);
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ProcessEvents(&e, game->world);
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@@ -35,7 +35,7 @@ void RenderWorld(World *world, D_Context *draw) {
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World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
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for (int i = 0; i < 4800; i++)
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{
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D_Rect(draw, (i % 96), __floor(i / 96), .texture = tileTypes[map[i]].tile, .angle = tileTypes[map[i]].rotation);
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D_Rect(draw, (F32) (i % 96), (F32) (i / 96), .texture = tileTypes[map[i]].tile, .angle = (F32) tileTypes[map[i]].rotation);
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}
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for(U32 i = 0; i < world->npcCount; i++) {
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NPC npc = world->npcs[i];
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