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fixed loading unused tiles in game and front layer
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8e4c860613
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@ -131,7 +131,7 @@ void CCollision::Init(class CLayers *pLayers)
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}
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}
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// DDRace tiles
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// DDRace tiles
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if(Index == TILE_THROUGH || Index == TILE_WALLJUMP || (Index >= TILE_FREEZE && Index <= TILE_UNFREEZE) || (Index >= TILE_SWITCHOPEN && Index <= TILE_TELECHECKIN) || (Index >= TILE_REFILL_JUMPS && Index <= TILE_STOPA) || Index == TILE_CP || Index == TILE_CP_F || (Index >= TILE_OLDLASER && Index <= TILE_NPH_START) || (Index >= TILE_EHOOK_START && Index <= TILE_SOLO_END) || (Index >= TILE_DFREEZE && Index <= TILE_DUNFREEZE))
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if(Index == TILE_THROUGH || Index == TILE_FREEZE || (Index >= TILE_UNFREEZE && Index <= TILE_DUNFREEZE) || (Index >= TILE_WALLJUMP && Index <= TILE_SOLO_END) || (Index >= TILE_REFILL_JUMPS && Index <= TILE_STOPA) || Index == TILE_CP || Index == TILE_CP_F || (Index >= TILE_OLDLASER && Index <= TILE_NPH) || (Index >= TILE_NPC_END && Index <= TILE_NPH_END) || (Index >= TILE_NPC_START && Index <= TILE_NPH_START))
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m_pFront[i].m_Index = Index;
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m_pFront[i].m_Index = Index;
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}
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}
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}
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}
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@ -157,7 +157,7 @@ void CCollision::Init(class CLayers *pLayers)
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}
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}
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// DDRace tiles
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// DDRace tiles
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if(Index == TILE_THROUGH || Index == TILE_WALLJUMP || (Index >= TILE_FREEZE && Index <= TILE_UNFREEZE) || (Index >= TILE_SWITCHOPEN && Index <= TILE_TELECHECKIN) || (Index >= TILE_REFILL_JUMPS && Index <= TILE_STOPA) || Index == TILE_CP || Index == TILE_CP_F || (Index >= TILE_OLDLASER && Index <= TILE_NPH_START) || (Index >= TILE_EHOOK_START && Index <= TILE_SOLO_END) || (Index >= TILE_DFREEZE && Index <= TILE_DUNFREEZE))
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if(Index == TILE_THROUGH || Index == TILE_FREEZE || (Index >= TILE_UNFREEZE && Index <= TILE_DUNFREEZE) || (Index >= TILE_WALLJUMP && Index <= TILE_SOLO_END) || (Index >= TILE_REFILL_JUMPS && Index <= TILE_STOPA) || Index == TILE_CP || Index == TILE_CP_F || (Index >= TILE_OLDLASER && Index <= TILE_NPH) || (Index >= TILE_NPC_END && Index <= TILE_NPH_END) || (Index >= TILE_NPC_START && Index <= TILE_NPH_START))
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m_pTiles[i].m_Index = Index;
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m_pTiles[i].m_Index = Index;
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}
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}
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}
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}
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