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826713a65c
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8bd4b0ce54
@ -264,10 +264,10 @@ void CGameScene::initLevel()
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pos.vx+=32; createPickup(PICKUP__HELMET,&pos);
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pos.vx+=32; createPickup(PICKUP__QUEST_ITEM__TEST,&pos);
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// CNpcPlatform *platform;
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// platform=new ("test platform") CNpcPlatform;
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// platform->init();
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// platform->setLayerCollision( Level.getCollisionLayer() );
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CNpcPlatform *platform;
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platform=new ("test platform") CNpcPlatform;
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platform->init();
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platform->setLayerCollision( Level.getCollisionLayer() );
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#endif
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s_levelFinished=false;
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@ -421,7 +421,7 @@ void CPlayer::render()
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CPlayerThing::render();
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#ifdef _STATE_DEBUG_
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sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy));
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sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,getHeightFromGround(Pos.vx,Pos.vy));
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s_debugFont.print(40,40,posBuf);
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#endif
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@ -516,6 +516,33 @@ void CPlayer::setMapSize(DVECTOR _mapSize)
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m_mapEdge.vy=_mapSize.vy*MAP2D_BLOCKSTEPSIZE;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayer::getHeightFromGround(int _x,int _y,int _maxHeight)
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{
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int height;
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if(isOnPlatform())
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{
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DVECTOR platformPos;
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platformPos=m_platform->getPos();
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height=platformPos.vy-Pos.vy;
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// if(height<-_maxHeight)
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// {
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// height=-_maxHeight;
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// }
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}
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else
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{
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height=m_layerCollision->getHeightFromGround(_x,_y,_maxHeight);
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}
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return height;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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@ -663,6 +690,8 @@ void CPlayer::respawn()
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s_health=MAX_HEALTH;
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m_invincibleFrameCount=INVINCIBLE_FRAMES__START;
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Pos=m_respawnPos;
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clearPlatform();
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}
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/*----------------------------------------------------------------------
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@ -722,7 +751,6 @@ void CPlayer::takeDamage(DAMAGE_TYPE _damage)
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{
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CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE);
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setMode(PLAYER_MODE_DEAD);
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// setState(STATE_DEAD);
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}
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}
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}
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@ -966,7 +994,6 @@ void CPlayer::setPlatform( CThing *newPlatform )
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Params:
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Returns:
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---------------------------------------------------------------------- */
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/*
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void CPlayer::shove( DVECTOR move )
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{
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DVECTOR newPos;
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@ -987,8 +1014,87 @@ void CPlayer::shove( DVECTOR move )
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Pos.vx = newPos.vx;
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Pos.vy = newPos.vy;
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}
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}
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/*
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int colHeight;
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// X movement
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colHeight=m_layerCollision->getHeightFromGround(Pos.vx+move.vx,Pos.vy,5);
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if(colHeight<0)
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{
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// Stop at the edge of the obstruction
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int dir,vx,cx,i;
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if(move.vx<0)
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{
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dir=-1;
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vx=move.vx;
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}
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else
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{
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dir=+1;
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vx=move.vx;
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}
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cx=Pos.vx;
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for(i=0;i<vx;i++)
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{
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if(m_layerCollision->getHeightFromGround(cx,Pos.vy)<0)
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{
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break;
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}
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cx+=dir;
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}
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Pos.vx=cx-dir;
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}
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else
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{
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// No obstruction
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Pos.vx+=move.vx;
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}
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// Y movement
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colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy+move.vy,5);
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if(colHeight<0)
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{
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// Stop at the edge of the obstruction
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int dir,vy,cy,i;
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if(move.vy<0)
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{
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dir=-1;
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vy=move.vy;
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}
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else
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{
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dir=+1;
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vy=move.vy;
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}
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cy=Pos.vy;
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for(i=0;i<vy;i++)
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{
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if(m_layerCollision->getHeightFromGround(Pos.vx,cy)<0)
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{
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break;
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}
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cy+=dir;
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}
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Pos.vy=cy-dir;
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}
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else
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{
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// No obstruction
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Pos.vy+=move.vy;
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}
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*/
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}
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void CPlayer::setPlatform(CThing *_newPlatform)
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{
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m_platform=_newPlatform;
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}
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void CPlayer::clearPlatform()
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{
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m_platform=NULL;
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}
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/*===========================================================================
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end */
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@ -139,7 +139,7 @@ public:
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virtual void shutdown();
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virtual void think(int _frames);
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virtual void render();
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// virtual void shove(DVECTOR move);
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virtual void shove(DVECTOR move);
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DVECTOR getCameraPos() {return m_cameraPos;}
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@ -147,6 +147,8 @@ public:
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void setMapSize(DVECTOR _mapSize);
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void setRespawnPos(DVECTOR _respawn) {m_respawnPos=_respawn;}
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int getHeightFromGround(int _x,int _y,int _maxHeight=32);
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void addHealth(int _health);
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void addLife();
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@ -249,8 +251,12 @@ private:
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// Platforms
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public:
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void setPlatform( CThing *newPlatform ) {;}
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void clearPlatform() {;}
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void setPlatform(CThing *_newPlatform);
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void clearPlatform();
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CThing *isOnPlatform() {return m_platform;}
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private:
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CThing *m_platform;
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/*
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private:
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CThing *m_platform;
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@ -242,7 +242,7 @@ void CPlayerModeBase::thinkVerticalMovement()
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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colHeight=collision->getHeightFromGround(pos.vx,pos.vy,1);
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colHeight=m_player->getHeightFromGround(pos.vx,pos.vy,1);
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//New collision stuff (pkg)
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//if(m_layerCollision->getCollisionType(Pos.vx,Pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT))&COLLISION_TYPE_MASK)
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@ -257,7 +257,7 @@ void CPlayerModeBase::thinkVerticalMovement()
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if(m_moveVelocity.vy>0)
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{
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// Yes.. Check to see if we're about to hit/go through the ground
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colHeight=collision->getHeightFromGround(pos.vx,pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT),getPlayerMetrics()->m_metric[PM__TERMINAL_VELOCITY]+1);
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colHeight=m_player->getHeightFromGround(pos.vx,pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT),getPlayerMetrics()->m_metric[PM__TERMINAL_VELOCITY]+1);
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if(colHeight<=0)
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{
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@ -347,11 +347,11 @@ void CPlayerModeBase::thinkHorizontalMovement()
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// return;
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//}
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int colHeight;
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colHeight=collision->getHeightFromGround(pos.vx,pos.vy,5);
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colHeight=m_player->getHeightFromGround(pos.vx,pos.vy,5);
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if(colHeight==0)
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{
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// Ok.. we're on the ground. What happens if we move left/right
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colHeight=collision->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy);
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colHeight=m_player->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy);
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if(colHeight<-8)
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{
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// Big step up. Stop at the edge of the obstruction
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@ -369,7 +369,7 @@ void CPlayerModeBase::thinkHorizontalMovement()
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cx=pos.vx;
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for(i=0;i<vx;i++)
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{
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if(collision->getHeightFromGround(cx,pos.vy)<-8)
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if(m_player->getHeightFromGround(cx,pos.vy)<-8)
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{
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break;
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}
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@ -386,7 +386,7 @@ void CPlayerModeBase::thinkHorizontalMovement()
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// Get the height at this new position and then try the step-up code below.
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// Without this, there are problems when you run up a slope and hit a wall at the same time
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colHeight=collision->getHeightFromGround(pos.vx,pos.vy);
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colHeight=m_player->getHeightFromGround(pos.vx,pos.vy);
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}
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if(colHeight&&colHeight>=-8&&colHeight<=8)
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{
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@ -400,7 +400,7 @@ void CPlayerModeBase::thinkHorizontalMovement()
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// if(!(colHeight<0&&m_currentState==STATE_JUMP)) // Lets you jump through platforms from below
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if(colHeight>=0) // Lets you jump through platforms from below
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{
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colHeight=collision->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy,5);
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colHeight=m_player->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy,5);
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if(colHeight<0)
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{
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// Stop at the edge of the obstruction
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@ -408,7 +408,7 @@ void CPlayerModeBase::thinkHorizontalMovement()
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if(m_moveVelocity.vx<0)
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{
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dir=-1;
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vx=-m_moveVelocity.vx>>VELOCITY_SHIFT;
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vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
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}
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else
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{
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@ -418,7 +418,7 @@ void CPlayerModeBase::thinkHorizontalMovement()
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cx=pos.vx;
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for(i=0;i<vx;i++)
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{
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if(collision->getHeightFromGround(cx,pos.vy)<0)
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if(m_player->getHeightFromGround(cx,pos.vy)<0)
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{
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break;
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}
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@ -533,11 +533,11 @@ int CPlayerModeBase::isOnEdge()
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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ret=0;
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if(collision->getHeightFromGround(pos.vx-csize,pos.vy,cheight+1)>cheight)
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if(m_player->getHeightFromGround(pos.vx-csize,pos.vy,cheight+1)>cheight)
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{
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ret=FACING_LEFT;
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}
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else if(collision->getHeightFromGround(pos.vx+csize,pos.vy,cheight+1)>cheight)
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else if(m_player->getHeightFromGround(pos.vx+csize,pos.vy,cheight+1)>cheight)
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{
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ret=FACING_RIGHT;
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}
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@ -554,14 +554,14 @@ int CPlayerModeBase::canMoveLeft()
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{
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DVECTOR pos;
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pos=m_player->getPlayerPos();
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return m_player->getLayerCollision()->getHeightFromGround(pos.vx-1,pos.vy,16)>-8?true:false;
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return m_player->getHeightFromGround(pos.vx-1,pos.vy,16)>-8?true:false;
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}
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int CPlayerModeBase::canMoveRight()
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{
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DVECTOR pos;
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pos=m_player->getPlayerPos();
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return m_player->getLayerCollision()->getHeightFromGround(pos.vx+1,pos.vy,16)>-8?true:false;
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return m_player->getHeightFromGround(pos.vx+1,pos.vy,16)>-8?true:false;
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}
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/*----------------------------------------------------------------------
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