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Only collide with active
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parent
67e8777eb9
commit
7e1f6bcf61
6
main.c
6
main.c
@ -1743,6 +1743,9 @@ void SFG_gameStep()
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{
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{
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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if ((m->stateType & SFG_MONSTER_MASK_STATE) == SFG_MONSTER_STATE_INACTIVE)
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continue;
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RCL_Vector2D mPos;
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RCL_Vector2D mPos;
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mPos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]);
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mPos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]);
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@ -1772,6 +1775,9 @@ void SFG_gameStep()
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for (int16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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for (int16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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// ^ has to be int16_t (signed)
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// ^ has to be int16_t (signed)
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{
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{
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if (!(SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK))
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continue;
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const SFG_LevelElement *e = SFG_getActiveItemElement(i);
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const SFG_LevelElement *e = SFG_getActiveItemElement(i);
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if (e != 0)
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if (e != 0)
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