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Back Collision reactivated
It still is deactivating the collision of the back half to make easier for the player to reach the dagger.
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a35315bb65
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3 changed files with 16 additions and 0 deletions
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@ -633,4 +633,13 @@ namespace TEN::Entities::Creatures::TR2
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CreatureCollision(itemNumber, playerItem, coll);
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CreatureCollision(itemNumber, playerItem, coll);
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}
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}
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}
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}
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void CollideDragonBack(short itemNumber, ItemInfo* playerItem, CollisionInfo* coll)
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{
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auto& item = g_Level.Items[itemNumber];
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if (item.HitPoints > 0)
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CreatureCollision(itemNumber, playerItem, coll);
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}
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}
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}
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@ -10,4 +10,5 @@ namespace TEN::Entities::Creatures::TR2
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void InitializeDragon(short itemNumber);
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void InitializeDragon(short itemNumber);
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void ControlDragon(short itemNumber);
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void ControlDragon(short itemNumber);
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void CollideDragonFront(short itemNumber, ItemInfo* playerItem, CollisionInfo* coll);
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void CollideDragonFront(short itemNumber, ItemInfo* playerItem, CollisionInfo* coll);
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void CollideDragonBack (short itemNumber, ItemInfo* playerItem, CollisionInfo* coll);
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}
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}
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@ -449,12 +449,18 @@ static void StartEntity(ObjectInfo* obj)
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if (obj->loaded)
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if (obj->loaded)
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{
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{
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CheckIfSlotExists(ID_DRAGON_FRONT, "ID_DRAGON_FRONT");
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CheckIfSlotExists(ID_DRAGON_FRONT, "ID_DRAGON_FRONT");
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CheckIfSlotExists(ID_DRAGON_BONE_FRONT, "ID_DRAGON_BONE_FRONT");
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CheckIfSlotExists(ID_DRAGON_BONE_BACK, "ID_DRAGON_BONE_BACK");
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obj->collision = CollideDragonBack;
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obj->SetHitEffect(false, true);
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obj->SetHitEffect(false, true);
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}
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}
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obj = &Objects[ID_MARCO_BARTOLI];
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obj = &Objects[ID_MARCO_BARTOLI];
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if (obj->loaded)
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if (obj->loaded)
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{
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{
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CheckIfSlotExists(ID_SPHERE_OF_DOOM, "ID_SPHERE_OF_DOOM");
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CheckIfSlotExists(ID_SPHERE_OF_DOOM2, "ID_SPHERE_OF_DOOM2");
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CheckIfSlotExists(ID_SPHERE_OF_DOOM3, "ID_SPHERE_OF_DOOM3");
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obj->Initialize = InitializeBartoli;
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obj->Initialize = InitializeBartoli;
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obj->control = ControlBartoli;
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obj->control = ControlBartoli;
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}
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}
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