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@ -233,15 +233,7 @@ void CPlayerModeBase::thinkVerticalMovement()
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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colHeight=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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//{
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// m_moveVelocity.vy=0;
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// return;
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//}
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if(colHeight>=0)
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{
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// Above or on the ground
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@ -266,14 +258,19 @@ void CPlayerModeBase::thinkVerticalMovement()
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m_currentState!=STATE_JUMP)
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{
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// Was floating in the air.. fall!
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setState(STATE_FALL);
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}
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}
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}
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else
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{
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if ( m_player->isOnPlatform() && m_moveVelocity.vy >= 0 )
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if((m_player->getLayerCollision()->getCollisionBlock(pos.vx,pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT))&COLLISION_TYPE_MASK)==(6<<COLLISION_TYPE_FLAG_SHIFT))
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{
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// Hit an impassable block
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pos.vy=(pos.vy&0xfff0)+16;
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m_moveVelocity.vy=0;
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}
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else if ( m_player->isOnPlatform() && m_moveVelocity.vy >= 0 )
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{
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pos.vy += colHeight;
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playerHasHitGround();
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@ -296,16 +293,10 @@ void CPlayerModeBase::thinkHorizontalMovement()
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{
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CLayerCollision *collision;
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DVECTOR pos;
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int colHeight;
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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//New collision stuff (pkg)
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//if(m_layerCollision->getCollisionType(Pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),Pos.vy)&COLLISION_TYPE_MASK)
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//{
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// m_moveVelocity.vx=0;
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// return;
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//}
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int colHeight;
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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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@ -357,8 +348,17 @@ void CPlayerModeBase::thinkHorizontalMovement()
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else
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{
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// In the air
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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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if((m_player->getLayerCollision()->getCollisionBlock(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy)&COLLISION_TYPE_MASK)==(6<<COLLISION_TYPE_FLAG_SHIFT))
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{
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// Hit an impassable block
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pos.vx&=0xfff0;
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if(m_moveVelocity.vx>0)
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{
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pos.vx+=15;
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}
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m_moveVelocity.vx=0;
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}
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else if(colHeight>=0) // Lets you jump through platforms from below
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{
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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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