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REVIEWED: New examples added renaming, avoid duplicated .sln GUIDs
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@@ -18,7 +18,7 @@
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#include "raylib.h"
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#include "raymath.h"
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#include "rcamera.h"
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//#include "rcamera.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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@@ -68,7 +68,7 @@ static Vector2 lean = { 0 };
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// Module functions declaration
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//----------------------------------------------------------------------------------
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static void DrawLevel(void);
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static void UpdateCameraAngle(Camera *camera);
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static void UpdateCameraFPS(Camera *camera);
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static void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
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//------------------------------------------------------------------------------------
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@@ -84,7 +84,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d first-person camera controller");
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// Initialize camera variables
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// NOTE: UpdateCameraAngle() takes care of the rest
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// NOTE: UpdateCameraFPS() takes care of the rest
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Camera camera = { 0 };
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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@@ -94,7 +94,7 @@ int main(void)
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player.position.z,
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};
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UpdateCameraAngle(&camera); // Update camera parameters
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UpdateCameraFPS(&camera); // Update camera parameters
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DisableCursor(); // Limit cursor to relative movement inside the window
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@@ -138,7 +138,7 @@ int main(void)
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lean.x = Lerp(lean.x, sideway*0.02f, 10.0f*delta);
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lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta);
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UpdateCameraAngle(&camera);
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UpdateCameraFPS(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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@@ -238,7 +238,7 @@ void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed
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}
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// Update camera
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static void UpdateCameraAngle(Camera *camera)
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static void UpdateCameraFPS(Camera *camera)
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{
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const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f };
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const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
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