Fix some typos in comments
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@@ -10,8 +10,8 @@ class entity_torch_t extends entity_t {
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this.p.z -= 16;
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this._light_pos = this.p;
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// Find which wall we're on; move to the torch model towards the wall
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// and the light position outwards
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// Find which wall we're on; move the torch model towards the wall and
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// the light position outwards
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for (let trace_dir of [vec3(-32,0,0), vec3(32,0,0), vec3(0,0,-32), vec3(0,0,32)]) {
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let trace_end = vec3_add(this.p, trace_dir);
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if (map_trace(this.p, vec3_add(this.p, trace_dir))) {
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+2
-2
@@ -10,8 +10,8 @@
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let keymap = {
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W: 1, p: 1, // Key[W] or ArrowU[p]
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A: 2, e: 2, // Key[A] or ArrowL[e]ft
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S: 3, o: 3, // Key[S] or ArrowR[i]ght
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D: 4, i: 4, // Key[D] or ArrowD[o]wn
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S: 3, o: 3, // Key[S] or ArrowR[o]ght
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D: 4, i: 4, // Key[D] or ArrowD[i]wn
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Q: 5, // Key[Q]
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E: 6, // Key[E]
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c: 9, // KeySpa[c]e
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+1
-1
@@ -46,7 +46,7 @@ map_load_container = async (path) => {
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for (let j = 0; j < b.length;) {
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// First value is either the x coordinate or a texture change
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// sentinel value (255) followed by the texture coordinate
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// sentinel value (255) followed by the texture index
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if (b[j] == 255) {
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j++;
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t = b[j++];
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