Remove junk widescreen code
This doesn't belong in here. Also, this code was overhauled in the enhanced branch, so this version is useless.
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parent
210e1f1c25
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624adbdab8
1 changed files with 0 additions and 154 deletions
154
src/Frame.cpp
154
src/Frame.cpp
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@ -14,61 +14,6 @@ void MoveFrame3(void)
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short map_w, map_l;
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short map_w, map_l;
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GetMapData(0, &map_w, &map_l);
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GetMapData(0, &map_w, &map_l);
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#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 // TODO - Really need to make this a compiler flag (also, should probably move this stuff to the enhanced branch)
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if (g_GameFlags & 8)
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{
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// Use the original camera boundaries during the credits
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gFrame.x += (*gFrame.tgt_x - (320 * 0x200 / 2) - gFrame.x) / gFrame.wait;
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gFrame.y += (*gFrame.tgt_y - (240 * 0x200 / 2) - gFrame.y) / gFrame.wait;
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200)
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gFrame.x = (((map_w - 1) * 16) - 320) * 0x200;
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if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - 240) * 0x200;
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gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
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gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
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}
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else
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{
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// Widescreen/tallscreen-safe behaviour
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if ((map_w - 1) * 16 < WINDOW_WIDTH)
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{
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gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2);
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}
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else
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{
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gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x200 / 2) - gFrame.x) / gFrame.wait;
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200)
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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}
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if ((map_l - 1) * 16 < WINDOW_HEIGHT)
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{
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gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2);
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}
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else
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{
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gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x200 / 2) - gFrame.y) / gFrame.wait;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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}
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}
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#else
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// Vanilla behaviour
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gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x200 / 2) - gFrame.x) / gFrame.wait;
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gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x200 / 2) - gFrame.x) / gFrame.wait;
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gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x200 / 2) - gFrame.y) / gFrame.wait;
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gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x200 / 2) - gFrame.y) / gFrame.wait;
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@ -81,7 +26,6 @@ void MoveFrame3(void)
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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#endif
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// Quake
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// Quake
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if (gFrame.quake2)
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if (gFrame.quake2)
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@ -125,54 +69,6 @@ void SetFramePosition(int fx, int fy)
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gFrame.y = fy;
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gFrame.y = fy;
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// Keep in bounds
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// Keep in bounds
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#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240
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if (g_GameFlags & 8)
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{
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// Use the original camera boundaries during the credits
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200)
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gFrame.x = (((map_w - 1) * 16) - 320) * 0x200;
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if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - 240) * 0x200;
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gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
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gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
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}
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else
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{
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// Widescreen/tallscreen-safe behaviour
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if ((map_w - 1) * 16 < WINDOW_WIDTH)
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{
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gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2);
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}
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else
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{
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200)
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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}
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if ((map_l - 1) * 16 < WINDOW_HEIGHT)
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{
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gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2);
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}
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else
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{
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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}
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}
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#else
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// Vanilla behaviour
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if (gFrame.x / 0x200 < 0)
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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if (gFrame.y / 0x200 < 0)
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@ -182,7 +78,6 @@ void SetFramePosition(int fx, int fy)
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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#endif
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}
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}
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void SetFrameMyChar(void)
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void SetFrameMyChar(void)
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@ -199,54 +94,6 @@ void SetFrameMyChar(void)
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gFrame.y = mc_y - ((WINDOW_HEIGHT / 2) * 0x200);
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gFrame.y = mc_y - ((WINDOW_HEIGHT / 2) * 0x200);
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// Keep in bounds
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// Keep in bounds
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#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240
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if (g_GameFlags & 8)
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{
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// Use the original camera boundaries during the credits
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200)
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gFrame.x = (((map_w - 1) * 16) - 320) * 0x200;
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if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - 240) * 0x200;
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gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200;
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gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 0x200;
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}
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else
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{
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// Widescreen/tallscreen-safe behaviour
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if ((map_w - 1) * 16 < WINDOW_WIDTH)
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{
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gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2);
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}
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else
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{
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200)
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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}
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if ((map_l - 1) * 16 < WINDOW_HEIGHT)
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{
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gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2);
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}
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else
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{
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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}
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}
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#else
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// Vanilla behaviour
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if (gFrame.x / 0x200 < 0)
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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if (gFrame.y / 0x200 < 0)
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@ -256,7 +103,6 @@ void SetFrameMyChar(void)
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
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#endif
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}
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}
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void SetFrameTargetMyChar(int wait)
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void SetFrameTargetMyChar(int wait)
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