diff --git a/game.h b/game.h index 81397d5..95efab1 100755 --- a/game.h +++ b/game.h @@ -2868,8 +2868,7 @@ static inline uint16_t SFG_getMapRevealBit(uint8_t squareX, uint8_t squareY) Checks a 3D point visibility from player's position (WITHOUT considering facing direction). */ -static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height, - uint8_t spriteSize) +static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height) { return RCL_castRay3D( @@ -2917,7 +2916,7 @@ RCL_Unit SFG_autoaimVertically() + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize); - if (SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize)) + if (SFG_spriteIsVisible(worldPosition,worldHeight)) { RCL_Unit distance = RCL_len(toMonster); @@ -4616,7 +4615,7 @@ void SFG_draw() RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera); if (p.depth > 0 && - SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize)) + SFG_spriteIsVisible(worldPosition,worldHeight)) { const uint8_t *s = SFG_getMonsterSprite( @@ -4664,7 +4663,7 @@ void SFG_draw() RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera); if (p.depth > 0 && - SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize)) + SFG_spriteIsVisible(worldPosition,worldHeight)) SFG_drawScaledSprite(sprite,p.position.x * SFG_RAYCASTING_SUBSAMPLE, p.position.y, RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize), @@ -4710,7 +4709,7 @@ void SFG_draw() } if (p.depth > 0 && - SFG_spriteIsVisible(worldPosition,proj->position[2],spriteSize)) + SFG_spriteIsVisible(worldPosition,proj->position[2])) SFG_drawScaledSprite(s, p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, RCL_perspectiveScaleVertical(spriteSize,p.depth),