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@@ -51,16 +51,16 @@ void update_game(Game_Data *data)
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if(KeyDown(K_LEFT)){
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float new_player_position = data->player_angle - data->level->player_rotation_speed * (data->current_time - data->last_time)*FRAME_TIME;
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- if(!isCollidingSide(data->list, data->player_angle, data->nb_lines) && isCollidingSide(data->list, new_player_position, data->nb_lines)) {
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+ /*if(!isCollidingSide(data->list, data->player_angle, data->nb_lines) && isCollidingSide(data->list, new_player_position, data->nb_lines)) {
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new_player_position = data->player_angle;
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- }
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+ }*/
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data->player_angle = new_player_position;
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}
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if(KeyDown(K_RIGHT)){
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float new_player_position = data->player_angle + data->level->player_rotation_speed * (data->current_time - data->last_time)*FRAME_TIME;
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- if(!isCollidingSide(data->list, data->player_angle, data->nb_lines) && isCollidingSide(data->list, new_player_position, data->nb_lines)) {
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+ /*if(!isCollidingSide(data->list, data->player_angle, data->nb_lines) && isCollidingSide(data->list, new_player_position, data->nb_lines)) {
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new_player_position = data->player_angle;
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- }
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+ }*/
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data->player_angle = new_player_position;
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}
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