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Fix collisions
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10
main.c
10
main.c
@ -1006,7 +1006,7 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
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SFG_TileDefinition tile =
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SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties);
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uint8_t doorHeight = 0;
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RCL_Unit doorHeight = 0;
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if (properties == SFG_TILE_PROPERTY_DOOR)
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{
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@ -1017,6 +1017,11 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
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if ((door->coords[0] == x) && (door->coords[1] == y))
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{
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doorHeight = door->state & SFG_DOOR_VERTICAL_POSITION_MASK;
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doorHeight = doorHeight != (0xff & SFG_DOOR_VERTICAL_POSITION_MASK) ?
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doorHeight * SFG_DOOR_HEIGHT_STEP : RCL_UNITS_PER_SQUARE;
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break;
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}
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}
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@ -1032,8 +1037,7 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
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SFG_game.frameTime - SFG_currentLevel.timeStart);
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}
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return SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP -
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doorHeight * SFG_DOOR_HEIGHT_STEP;
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return SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP - doorHeight;
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}
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/**
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@ -1755,12 +1755,17 @@ void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
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RCL_Unit bottomLimit = -1 * RCL_INFINITY;
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RCL_Unit topLimit = RCL_INFINITY;
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RCL_Unit currCeilHeight = RCL_INFINITY;
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if (computeHeight)
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{
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bottomLimit = camera->height - RCL_CAMERA_COLL_HEIGHT_BELOW +
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RCL_CAMERA_COLL_STEP_HEIGHT;
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topLimit = camera->height + RCL_CAMERA_COLL_HEIGHT_ABOVE;
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if (ceilingHeightFunc != 0)
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currCeilHeight = ceilingHeightFunc(xSquare,ySquare);
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}
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// checks a single square for collision against the camera
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@ -1768,7 +1773,9 @@ void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
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if (computeHeight)\
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{\
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RCL_Unit height = floorHeightFunc(s1,s2);\
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if (height > bottomLimit)\
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if (height > bottomLimit || \
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currCeilHeight - height < \
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RCL_CAMERA_COLL_HEIGHT_BELOW + RCL_CAMERA_COLL_HEIGHT_ABOVE)\
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dir##Collides = 1;\
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else if (ceilingHeightFunc != 0)\
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{\
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