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fixed the compilation on Clang
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@ -1028,10 +1028,10 @@ EX void handleInput(int delta, config &scfg) {
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anypressed = true, playermoved = true, multi::combo[i] = false;
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anypressed = true, playermoved = true, multi::combo[i] = false;
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double mdx =
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double mdx =
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(act[0] + act[2] - act[1] - act[3]) * .7 +
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(act[0].held + act[2].held - act[1].held - act[3].held) * .7 +
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act[pcMoveRight] - act[pcMoveLeft] + axes[0]/30000.;
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act[pcMoveRight] - act[pcMoveLeft] + axes[0]/30000.;
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double mdy =
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double mdy =
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(act[3] + act[2] - act[1] - act[0]) * .7 +
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(act[3].held + act[2].held - act[1].held - act[0].held) * .7 +
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act[pcMoveDown] - act[pcMoveUp] + axes[1]/30000.;
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act[pcMoveDown] - act[pcMoveUp] + axes[1]/30000.;
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if((act[pcMoveRight] && act[pcMoveLeft]) ||
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if((act[pcMoveRight] && act[pcMoveLeft]) ||
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@ -771,10 +771,10 @@ void movePlayer(monster *m, int delta) {
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for(int i=0; i<4; i++) if(axes[i]) playermoved = true;
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for(int i=0; i<4; i++) if(axes[i]) playermoved = true;
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#if !ISMOBILE
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#if !ISMOBILE
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mgo = act[pcForward] - act[pcBackward] + axes[2]/30000.;
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mgo = act[pcForward].held - act[pcBackward].held + axes[2]/30000.;
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mturn = act[pcTurnLeft] - act[pcTurnRight] + axes[3]/30000.;
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mturn = act[pcTurnLeft].held - act[pcTurnRight].held + axes[3]/30000.;
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mdx = act[pcMoveRight] - act[pcMoveLeft] + axes[0]/30000.;
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mdx = act[pcMoveRight].held - act[pcMoveLeft].held + axes[0]/30000.;
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mdy = act[pcMoveDown] - act[pcMoveUp] + axes[1]/30000.;
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mdy = act[pcMoveDown].held - act[pcMoveUp].held + axes[1]/30000.;
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shotkey = act[pcFire] || act[pcFaceFire];
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shotkey = act[pcFire] || act[pcFaceFire];
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facemouse = act[pcFace] || act[pcFaceFire];
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facemouse = act[pcFace] || act[pcFaceFire];
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