[Fix] Oops, I was negating the camera's x coord..
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@ -245,7 +245,7 @@ void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, cons
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glMatrixMode(GL_PROJECTION);
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glPushMatrix(); // Projection translation matrix.
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glTranslated(VX(*pos) -VX(*gl_camera) - sprite->sw/2.,
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glTranslated(VX(*pos) - VX(*gl_camera) - sprite->sw/2.,
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VY(*pos) -VY(*gl_camera) - sprite->sh/2., 0.);
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glScalef((double)gl_screen.w/SCREEN_W, (double)gl_screen.h/SCREEN_H, 0.);
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@ -121,7 +121,7 @@ static void rk4_update(Solid* obj, const double dt) {
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// Make sure angle doesn't flip.
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obj->dir += M_PI/360.*obj->dir_vel*dt;
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if(obj->dir > 2*M_PI) obj->dir -= 2*M_PI;
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if(obj->dir < 0.0) obj->dir += 2*M_PI;
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if(obj->dir < 0.) obj->dir += 2*M_PI;
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int N = (dt > RK4_MIN_H) ? (int)(dt/RK4_MIN_H) : 1;
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double h = dt / (double)N; // Step.
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@ -154,7 +154,7 @@ static void rk4_update(Solid* obj, const double dt) {
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ty = iy = vy;
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ty += 2.*(iy + h/2.*ty);
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ty += 2.*(iy + h/2.*ty);
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ty += iy +h*ty;
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ty += iy + h*ty;
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ty *= h/6.;
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py += ty;
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