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game.h
6
game.h
@ -243,12 +243,12 @@ typedef struct
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#define SFG_SPRITE_SIZE(size0to3) \
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#define SFG_SPRITE_SIZE(size0to3) \
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(((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4)
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(((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4)
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#define SFG_SPRITE_SIZE_PIXELS(size0to3) \
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((SFG_SPRITE_SIZE(size0to3) * SFG_SPRITE_MAX_SIZE) / RCL_UNITS_PER_SQUARE)
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#define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \
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#define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \
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(SFG_SPRITE_SIZE(size0to3) / 2)
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(SFG_SPRITE_SIZE(size0to3) / 2)
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#define SFG_SPRITE_SIZE_PIXELS(size0to3) \
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((SFG_SPRITE_SIZE(size0to3) * SFG_SPRITE_MAX_SIZE) / RCL_UNITS_PER_SQUARE)
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/**
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/**
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Holds information about one instance of a level item (a type of level element,
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Holds information about one instance of a level item (a type of level element,
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e.g. pickable items, decorations etc.). The format is following:
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e.g. pickable items, decorations etc.). The format is following:
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@ -417,7 +417,8 @@
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/**
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/**
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Says the size, in pixels, of a sprite when it is closest to the camera, which
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Says the size, in pixels, of a sprite when it is closest to the camera, which
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is the maximum size that can be drawn. Sprites on "weird" aspect ratios can
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is the maximum size that can be drawn. Sprites on "weird" aspect ratios can
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look weirdly scaled, so this option can be used to fix that.
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look weirdly scaled, so this option can be used to fix that (typically set
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horizontal screen resolution instead of vertical).
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*/
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*/
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#ifndef SFG_SPRITE_MAX_SIZE
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#ifndef SFG_SPRITE_MAX_SIZE
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#define SFG_SPRITE_MAX_SIZE \
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#define SFG_SPRITE_MAX_SIZE \
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