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@ -969,7 +969,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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RCL_Unit screenX = pixel->position.x * SFG_RAYCASTING_SUBSAMPLE;
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for (uint8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
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for (int_fast8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
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{
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SFG_setGamePixel(screenX,pixel->position.y,color);
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screenX++;
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@ -3968,8 +3968,8 @@ void SFG_drawMap()
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}
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}
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for (uint16_t k = 0; k < SFG_MAP_PIXEL_SIZE; ++k)
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for (uint16_t l = 0; l < SFG_MAP_PIXEL_SIZE; ++l)
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for (int_fast16_t k = 0; k < SFG_MAP_PIXEL_SIZE; ++k)
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for (int_fast16_t l = 0; l < SFG_MAP_PIXEL_SIZE; ++l)
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SFG_setGamePixel(x + l, y + k,color);
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x += SFG_MAP_PIXEL_SIZE;
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@ -4084,11 +4084,11 @@ uint8_t SFG_drawNumber(
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*/
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void SFG_drawIndicationBorder(uint16_t width, uint8_t color)
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{
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for (uint16_t j = 0; j < width; ++j)
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for (int_fast16_t j = 0; j < width; ++j)
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{
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uint16_t j2 = SFG_GAME_RESOLUTION_Y - 1 - j;
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for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
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for (int_fast16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
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{
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if ((i & 0x01) == (j & 0x01))
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{
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@ -4098,11 +4098,11 @@ void SFG_drawIndicationBorder(uint16_t width, uint8_t color)
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}
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}
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for (uint16_t i = 0; i < width; ++i)
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for (int_fast16_t i = 0; i < width; ++i)
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{
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uint16_t i2 = SFG_GAME_RESOLUTION_X - 1 - i;
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for (uint16_t j = width; j < SFG_GAME_RESOLUTION_Y - width; ++j)
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for (int_fast16_t j = width; j < SFG_GAME_RESOLUTION_Y - width; ++j)
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{
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if ((i & 0x01) == (j & 0x01))
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{
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@ -4421,7 +4421,7 @@ void SFG_draw()
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}
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else
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{
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for (uint16_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i)
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for (int_fast16_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i)
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SFG_game.zBuffer[i] = 255;
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int16_t weaponBobOffset = 0;
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@ -4464,7 +4464,7 @@ void SFG_draw()
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// draw sprites:
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// monster sprites:
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for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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for (int_fast16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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{
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SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
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@ -4510,7 +4510,7 @@ void SFG_draw()
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}
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// item sprites:
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for (uint16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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for (int_fast16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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if (SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK)
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{
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RCL_Vector2D worldPosition;
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