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Fix bounding logic for enemies
When I refactored custom level entity creation logic earlier, I forgot to account for enemy bounds, so enemies would take on the same bounds as platforms. But this is fixed now.
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1 changed files with 17 additions and 5 deletions
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@ -1723,12 +1723,24 @@ void mapclass::loadlevel(int rx, int ry)
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// Platform and enemy bounding boxes
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int bx1 = 0, by1 = 0, bx2 = 0, by2 = 0;
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if (ent.t == 1 || (ent.t == 2 && ent.p1 <= 4))
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bool enemy = ent.t == 1;
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bool moving_plat = ent.t == 2 && ent.p1 <= 4;
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if (enemy || moving_plat)
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{
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if (enemy)
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{
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bx1 = room.enemyx1;
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by1 = room.enemyy1;
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bx2 = room.enemyx2;
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by2 = room.enemyy2;
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}
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else if (moving_plat)
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{
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bx1 = room.platx1;
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by1 = room.platy1;
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bx2 = room.platx2;
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by2 = room.platy2;
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}
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// Enlarge bounding boxes to fix warping entities
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if (warpx && bx1 == 0 && bx2 == 320)
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