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Binary file modified bin/DungeonStomp.exe
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23 changes: 17 additions & 6 deletions src/DungeonStomp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3618,7 +3618,7 @@ HRESULT CMyD3DApplication::Render3DEnvironment() {
turnoffscreentext = 1;

float rotateSpeed = (.25f / 2.0f) * elapsegametimersave;
rotateprop += rotateSpeed;
rotateprop += rotateSpeed;

if (rotateprop > 3.14f * 2.0f)
rotateprop = 0;
Expand Down Expand Up @@ -5457,14 +5457,19 @@ HRESULT CMyD3DApplication::FrameMove2(FLOAT fTimeKey) {

if (player_list[trueplayernum].current_sequence != 2) {
if (playermove == 0) {

if (savelastmove != playermove && jump == 0) {
if (playermovestrife == 0)
SetPlayerAnimationSequence(trueplayernum, 0);
if (playermovestrife == 0) {
if (player_list[trueplayernum].current_sequence != 0) {

SetPlayerAnimationSequence(trueplayernum, 0);
}
}
}
} else {
if (savelastmove != playermove && jump == 0) {
SetPlayerAnimationSequence(trueplayernum, 1);
if (playermove == 1 || playermove == 4) {
SetPlayerAnimationSequence(trueplayernum, 1);
}
}
}

Expand Down Expand Up @@ -5609,6 +5614,12 @@ HRESULT CMyD3DApplication::FrameMove2(FLOAT fTimeKey) {

// CAMERA

if (look_up_ang < -89.3f)
look_up_ang = -89.3f;

if (look_up_ang > 89.3f)
look_up_ang = 89.3f;
Comment on lines +5617 to +5621

Copilot AI Jan 9, 2026

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This camera angle clamping logic is duplicated from earlier in the same function (lines 5094-5098 in FrameMove2). The same clamping constraints for look_up_ang are applied in both locations. Consider whether this duplication is necessary - if both camera calculations need clamping, a helper function or a single clamping point might be more maintainable.

Copilot uses AI. Check for mistakes.

eRadius = D3DVECTOR(10.0f, 10.0f, 10.0f);
gvelocity.x = 0;
gvelocity.y = 100.0f;
Expand Down Expand Up @@ -15439,7 +15450,7 @@ int CMyD3DApplication::OpenDoor(int doornum, float dist) {

oblist[doornum].y = oblist[doornum].y + up;
door[i].up += up;

if (door[i].up > 160.0f) {

senddoorinfo = 0;
Expand Down
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