FINALLY fix that stupid bug. The cause was two-fold: I was giving every 'enemy' a sprite, but that automatically included the player in the list of enemies, which meant that I was rendering the player's sprite while moving. Then in the sprite casting loop I was rendering things at 0.
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4 changed files with 12 additions and 6 deletions
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@ -12,7 +12,7 @@ struct CameraLOL {
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double targetPlaneX = 0.0;
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double targetPlaneY = 0.0;
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void plan_move(Raycaster &rayview, int dir, bool strafe);
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Point plan_move(Raycaster &rayview, int dir, bool strafe);
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void plan_rotate(Raycaster &rayview, int dir);
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bool play_rotate(Raycaster &rayview);
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