From 354bf534b9dd191601d0bca7c674db17cf7ece12 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Thu, 30 Jul 2020 10:16:24 +0200 Subject: [PATCH] Fix monster collisions --- main.c | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/main.c b/main.c index 966bb4b..8a194e6 100755 --- a/main.c +++ b/main.c @@ -1228,6 +1228,7 @@ void SFG_getItemSprite( case SFG_LEVEL_ELEMENT_TREE: case SFG_LEVEL_ELEMENT_RUIN: case SFG_LEVEL_ELEMENT_LAMP: + case SFG_LEVEL_ELEMENT_TELEPORT: *spriteSize = 2; break; @@ -1235,7 +1236,6 @@ void SFG_getItemSprite( *spriteSize = 1; break; - case SFG_LEVEL_ELEMENT_TELEPORT: case SFG_LEVEL_ELEMENT_FINISH: case SFG_LEVEL_ELEMENT_COLUMN: *spriteSize = 3; @@ -2143,6 +2143,11 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster) collision = RCL_abs(currentHeight - newHeight) > RCL_CAMERA_COLL_STEP_HEIGHT; + + if (!collision) + collision = + (SFG_ceilingHeightAt(newPos[0] / 4,newPos[1] / 4) - newHeight) < + SFG_MONSTER_COLLISION_HEIGHT; } if (collision)