work on first level
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@ -28,6 +28,7 @@ void planeProjectPoint(struct Plane* plane, struct Vector3* point, struct Vector
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vector3AddScaled(point, &plane->normal, distance, output);
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}
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// TODO figure out what to do when two points are the same
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void calculateBarycentricCoords(struct Vector3* a, struct Vector3* b, struct Vector3* c, struct Vector3* point, struct Vector3* output) {
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struct Vector3 v0;
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struct Vector3 v1;
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@ -7,7 +7,7 @@ int worldCheckDoorwaySides(struct World* world, struct Vector3* position, int cu
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for (int i = 0; i < room->doorwayCount; ++i) {
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if (planePointDistance(&world->doorways[room->doorwayIndices[i]].quad.plane, position) > 0) {
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sideMask |= 1 << 1;
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sideMask |= 1 << i;
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}
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}
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@ -20,7 +20,7 @@ int worldCheckDoorwayCrossings(struct World* world, struct Vector3* position, in
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for (int i = 0; i < room->doorwayCount; ++i) {
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struct Doorway* doorway = &world->doorways[room->doorwayIndices[i]];
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int prevSide = (sideMask & (1 << 1)) != 0;
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int prevSide = (sideMask & (1 << i)) != 0;
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int currSide = planePointDistance(&doorway->quad.plane, position) > 0;
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if (prevSide != currSide) {
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@ -12,9 +12,9 @@
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#include "../audio/soundplayer.h"
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#include "../audio/clips.h"
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#define GRAB_RAYCAST_DISTANCE 3.5f
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#define GRAB_RAYCAST_DISTANCE 2.5f
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struct Vector3 gGrabDistance = {0.0f, 0.0f, -2.5f};
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struct Vector3 gGrabDistance = {0.0f, 0.0f, -1.5f};
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struct Vector3 gCameraOffset = {0.0f, 0.0f, 0.0f};
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struct CollisionSphere gPlayerCollider = {
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@ -29,7 +29,7 @@
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#include "../decor/decor_object_list.h"
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#include "signals.h"
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struct Vector3 gPortalGunOffset = {0.110957, -0.113587, -0.21916};
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struct Vector3 gPortalGunOffset = {0.120957, -0.113587, -0.20916};
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struct Vector3 gPortalGunForward = {0.1f, -0.1f, 1.0f};
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struct Vector3 gPortalGunUp = {0.0f, 1.0f, 0.0f};
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