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@ -3158,10 +3158,9 @@ void CPlayer::setPlayerCollisionSize(int _x,int _y,int _w,int _h)
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setCollisionSize(_w,_h);
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setCollisionSize(_w,_h);
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setCollisionCentreOffset(_x,_y);
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setCollisionCentreOffset(_x,_y);
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}
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}
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void CPlayer::getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h)
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void CPlayer::getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h)
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{
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{
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// DVECTOR offset,size;
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DVECTOR const &offset=getCollisionCentreOffset();
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DVECTOR const &offset=getCollisionCentreOffset();
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DVECTOR const &size=getCollisionSize();
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DVECTOR const &size=getCollisionSize();
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@ -3171,5 +3170,13 @@ DVECTOR const &size=getCollisionSize();
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*_h=size.vy;
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*_h=size.vy;
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}
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}
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void CPlayer::getPlayerNormalCollisionSize(int *_x,int *_y,int *_w,int *_h)
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{
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*_x=0;
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*_y=-COLSIZE_BASE_HEIGHT/2;
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*_w=COLSIZE_BASE_WIDTH;
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*_h=COLSIZE_BASE_HEIGHT;
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}
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/*===========================================================================
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/*===========================================================================
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end */
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end */
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@ -491,6 +491,7 @@ public:
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void resetPlayerCollisionSizeToBase();
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void resetPlayerCollisionSizeToBase();
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void setPlayerCollisionSize(int _x,int _y,int _w,int _h);
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void setPlayerCollisionSize(int _x,int _y,int _w,int _h);
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void getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h);
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void getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h);
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void getPlayerNormalCollisionSize(int *_x,int *_y,int *_w,int *_h);
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@ -22,6 +22,10 @@
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#include "sound\sound.h"
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#include "sound\sound.h"
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#endif
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#endif
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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/* Std Lib
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/* Std Lib
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------- */
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------- */
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@ -58,9 +62,30 @@ void CSecretAreaTrigger::collidedWith(CThing *_thisThing)
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{
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{
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case TYPE_PLAYER:
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case TYPE_PLAYER:
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{
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{
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// SB *might* be chopping to hit this trigger, so we only do the collision
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// if he would normally hit it.
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int x,y,w,h;
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DVECTOR pos;
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CRECT thisRect;
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CRECT const &thatRect=getCollisionArea();
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int collided=true;
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((CPlayer*)_thisThing)->getPlayerNormalCollisionSize(&x,&y,&w,&h);
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pos=_thisThing->getPos();
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thisRect.x1=pos.vx+x-(w/2);
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thisRect.y1=pos.vy+y-(h/2);
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thisRect.x2=thisRect.x1+w;
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thisRect.y2=thisRect.y1+h;
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if (thisRect.x2<thatRect.x1 || thisRect.x1>thatRect.x2) collided=false;
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if (thisRect.y2<thatRect.y1 || thisRect.y1>thatRect.y2) collided=false;
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if(collided)
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{
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// Ok.. so we've actually hit the thing properly :)
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CSoundMediator::playSfx(CSoundMediator::SFX_SECRET_AREA);
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CSoundMediator::playSfx(CSoundMediator::SFX_SECRET_AREA);
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shutdown();
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shutdown();
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delete this;
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delete this;
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}
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break;
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break;
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}
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}
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@ -73,6 +73,26 @@ void CTeleportTrigger::collidedWith(CThing *_thisThing)
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{
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{
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case TYPE_PLAYER:
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case TYPE_PLAYER:
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{
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{
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// SB *might* be chopping to hit this trigger, so we only do the collision
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// if he would normally hit it.
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int x,y,w,h;
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DVECTOR pos;
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CRECT thisRect;
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CRECT const &thatRect=getCollisionArea();
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int collided=true;
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((CPlayer*)_thisThing)->getPlayerNormalCollisionSize(&x,&y,&w,&h);
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pos=_thisThing->getPos();
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thisRect.x1=pos.vx+x-(w/2);
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thisRect.y1=pos.vy+y-(h/2);
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thisRect.x2=thisRect.x1+w;
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thisRect.y2=thisRect.y1+h;
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if (thisRect.x2<thatRect.x1 || thisRect.x1>thatRect.x2) collided=false;
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if (thisRect.y2<thatRect.y1 || thisRect.y1>thatRect.y2) collided=false;
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if(collided)
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{
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// Ok.. so we've actually hit the thing properly :)
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if ( chapter == 5 && level == 5 )
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if ( chapter == 5 && level == 5 )
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{
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{
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if ( !CNpcGaryFriend::hasReachedDoor() )
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if ( !CNpcGaryFriend::hasReachedDoor() )
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@ -89,6 +109,7 @@ void CTeleportTrigger::collidedWith(CThing *_thisThing)
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((CPlayer*)_thisThing)->clearPlatform();
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((CPlayer*)_thisThing)->clearPlatform();
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((CPlayer*)_thisThing)->teleportTo(m_boxX1+8,m_boxY1+16);
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((CPlayer*)_thisThing)->teleportTo(m_boxX1+8,m_boxY1+16);
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}
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}
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}
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break;
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break;
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}
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}
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