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[MASTER] Fix Issue #82 - Pushed boulder can collide with pusher #201

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crkellen
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See #159.

@@ -235,7 +296,7 @@ void actBoulder(Entity* my)
{
continue;
}
if ( boulderCheckAgainstEntity(my, entity) )
if ( BoulderCheckAgainstEntity(my, entity) )
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Compile error in VS, needs 3 arguments:
Error C2660 'BoulderCheckAgainstEntity': function does not take 2 arguments

bool BoulderCheckAgainstEntity(Entity* const my, Entity* const entity, const bool bWasBoulderPushed)

@@ -338,7 +399,7 @@ void actBoulder(Entity* my)
{
continue;
}
if ( boulderCheckAgainstEntity(my, entity) )
if ( BoulderCheckAgainstEntity(my, entity) )
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Compile error in VS, needs 3 arguments:
Error C2660 'BoulderCheckAgainstEntity': function does not take 2 arguments

bool BoulderCheckAgainstEntity(Entity* const my, Entity* const entity, const bool bWasBoulderPushed)

@@ -507,7 +568,7 @@ void actBoulder(Entity* my)
{
continue;
}
if ( boulderCheckAgainstEntity(my, entity) )
if ( BoulderCheckAgainstEntity(my, entity) )
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Compile error in VS, needs 3 arguments:
Error C2660 'BoulderCheckAgainstEntity': function does not take 2 arguments

bool BoulderCheckAgainstEntity(Entity* const my, Entity* const entity, const bool bWasBoulderPushed)

@crkellen
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crkellen commented Oct 13, 2017 via email

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Code looks good, several minor instances of redundancy though.

}
}
return false;
break;
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A break right after a return is redundant

@WALLOFJUSTICE
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Managed to get myself stuck on a boulder.., Pushing the boulder with myself against the wall was fine, but moving forward + left into empty space while mashing push made the boulder snap back to it's spot while my player managed to partially occupy the tile
image

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crkellen commented Oct 20, 2017 via email

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crkellen commented Oct 20, 2017 via email

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@WALLOFJUSTICE I was able to partially replicate your issue twice. I do not know of a way to reliably reproduce it. In both of my cases, I was prevented from moving left, however I could simply move backwards or to move right in order to break free.

A better solution would be to calculate the path of the boulder ahead of time, which I thought of, but that could cause an excessive amount of issues with things moving out of the way or into the way of a rolling boulder.

@addictgamer addictgamer dismissed their stale review October 22, 2017 00:51

Comments were addressed

Lutz added 3 commits October 23, 2017 21:19
This fixes the massive jump boulders will make when pushing them into entities
…a solid tile

Note: It is very likely and possible that this could increase/cause the clipping issues where a player will be partially inside of a boulder. That issue has to be solved separately. This commit fixes issues where the boulder is in a semi-moved state.
@addictgamer addictgamer removed this from the v2.0.7 Bugfix Patch milestone Oct 25, 2017
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3 participants