Only collide with active

This commit is contained in:
Miloslav Číž 2019-10-28 19:09:11 +01:00
parent 67e8777eb9
commit 7e1f6bcf61

6
main.c
View File

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