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4 is fine
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@ -861,10 +861,11 @@ void CCharacter::HandleTiles(int Index)
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{//dbg_msg("num","%d",++num);
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CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
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int MapIndex = Index;
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int MapIndexL = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x + (m_ProximityRadius/2)+5,m_Pos.y));
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int MapIndexR = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x - (m_ProximityRadius/2)-5,m_Pos.y));
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int MapIndexT = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y + (m_ProximityRadius/2)+5));
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int MapIndexB = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y - (m_ProximityRadius/2)-5));
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float Offset = 4;
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int MapIndexL = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x + (m_ProximityRadius/2)+Offset,m_Pos.y));
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int MapIndexR = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x - (m_ProximityRadius/2)-Offset,m_Pos.y));
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int MapIndexT = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y + (m_ProximityRadius/2)+Offset));
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int MapIndexB = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y - (m_ProximityRadius/2)-Offset));
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//dbg_msg("","N%d L%d R%d B%d T%d",MapIndex,MapIndexL,MapIndexR,MapIndexB,MapIndexT);
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m_TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex);
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m_TileFlags = GameServer()->Collision()->GetTileFlags(MapIndex);
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