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@ -4301,7 +4301,7 @@ void SFG_drawMenu()
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if (item == SFG_MENU_ITEM_NONE)
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break;
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# if SFG_GAME_RESOLUTION_Y < 70
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#if SFG_GAME_RESOLUTION_Y < 70
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// with low resolution only display the selected item
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if (i != SFG_game.selectedMenuItem)
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@ -4504,12 +4504,21 @@ void SFG_draw()
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#if SFG_HEADBOB_ENABLED
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RCL_Unit headBobOffset = 0;
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#if SFG_HEADBOB_SHEAR != 0
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int16_t headBobShearOffset;
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#endif
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if (SFG_game.state != SFG_GAME_STATE_LOSE)
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{
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RCL_Unit bobSin = RCL_sin(SFG_player.headBobFrame);
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headBobOffset = (bobSin * SFG_HEADBOB_OFFSET) / RCL_UNITS_PER_SQUARE;
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#if SFG_HEADBOB_SHEAR != 0
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headBobShearOffset = (bobSin * SFG_HEADBOB_SHEAR) / RCL_UNITS_PER_SQUARE;
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SFG_player.camera.shear += headBobShearOffset;
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#endif
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weaponBobOffset =
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(bobSin * SFG_WEAPONBOB_OFFSET_PIXELS) / (RCL_UNITS_PER_SQUARE) +
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SFG_WEAPONBOB_OFFSET_PIXELS;
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@ -4527,7 +4536,7 @@ void SFG_draw()
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// add head bob just for the rendering (we'll will substract it back later)
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SFG_player.camera.height += headBobOffset;
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#endif
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#endif // headbob enabled?
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RCL_renderComplex(
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SFG_player.camera,
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@ -4673,8 +4682,13 @@ void SFG_draw()
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#if SFG_HEADBOB_ENABLED
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// after rendering sprites substract back the head bob offset
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SFG_player.camera.height -= headBobOffset;
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#if SFG_HEADBOB_SHEAR != 0
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SFG_player.camera.shear -= headBobShearOffset;
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#endif
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#endif // head bob enabled?
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#if SFG_PREVIEW_MODE == 0
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SFG_drawWeapon(weaponBobOffset);
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#endif
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