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More flag work.
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@ -325,12 +325,14 @@ castRay: !zone
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lda deltaDistX ; re-init X distance
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sta sideDistX
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lda (pMap),y ; check map at current X/Y position
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and #NOTFLG_AUTOMAP ; mask off automap mark
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beq .DDA_step ; nothing there? do another step.
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bpl .hitX
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jmp .hitSprite
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; We hit something!
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.hitX: !if DEBUG >= 2 { +prStr : !text " Hit.",0 }
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ora #FLG_AUTOMAP ; remember that this square...
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sta (pMap),y ; ...has been seen
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and #NOTFLG_AUTOMAP
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sta txNum ; store the texture number we hit
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lda #0
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sec
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@ -382,12 +384,14 @@ castRay: !zone
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lda deltaDistY ; re-init Y distance
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sta sideDistY
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lda (pMap),y ; check map at current X/Y position
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and #NOTFLG_AUTOMAP ; mask off automap mark
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bmi .hitSprite
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bne .hitY ; nothing there? do another step.
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jmp .DDA_step
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.hitY: ; We hit something!
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!if DEBUG >= 2 { +prStr : !text " Hit.",0 }
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ora #FLG_AUTOMAP ; remember that this square...
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sta (pMap),y ; ...has been seen
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and #NOTFLG_AUTOMAP
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sta txNum ; store the texture number we hit
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lda #0
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sec
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@ -415,11 +419,13 @@ castRay: !zone
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!if DEBUG >= 2 { jsr .debugFinal }
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rts
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.hitSprite:
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cmp #NOTFLG_AUTOMAP ; check for special mark at edges of map (was $FF but the automap bit was masked off)
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cmp #$FF ; check for special mark at edges of map
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beq .hitEdge
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tax
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ora #FLG_AUTOMAP ; remember that this square...
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sta (pMap),y ; ...has been seen
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; We found a sprite cell on the map. We only want to process this sprite once,
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; so check if we've already done it.
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tax
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and #FLG_SPDONE
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beq .notDone ; already done, don't do again
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txa
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