Changed collision detection margins; added slush to it too.
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1 changed files with 5 additions and 5 deletions
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@ -467,10 +467,10 @@ namespace TShockAPI
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}
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}
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public static bool TSCheckNoclip(Vector2 Position, int Width, int Height)
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public static bool TSCheckNoclip(Vector2 Position, int Width, int Height)
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{
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{
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int num = (int)(Position.X / 16f) - 1;
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int num = (int)(Position.X / 16f);
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int num2 = (int)((Position.X + (float)Width) / 16f) + 2;
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int num2 = (int)((Position.X + (float)Width) / 16f);
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int num3 = (int)(Position.Y / 16f) - 1;
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int num3 = (int)(Position.Y / 16f);
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int num4 = (int)((Position.Y + (float)Height) / 16f) + 2;
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int num4 = (int)((Position.Y + (float)Height) / 16f);
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if (num < 0)
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if (num < 0)
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{
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{
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num = 0;
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num = 0;
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@ -499,7 +499,7 @@ namespace TShockAPI
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{
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{
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for (int j = num3; j < num4; j++)
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for (int j = num3; j < num4; j++)
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{
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{
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if (Main.tile[i, j] != null && Main.tile[i, j].active() && Main.tileSolid[(int)Main.tile[i, j].type] && !Main.tileSolidTop[(int)Main.tile[i, j].type] &&(((int)Main.tile[i,j].type !=53) && ((int)Main.tile[i,j].type !=112) && ((int)Main.tile[i,j].type !=116) && ((int)Main.tile[i,j].type !=123)) && !Main.tile[i,j].lava() && ((Main.tile[i,j].tileHeader2 & 16) != 16) && ((Main.tile[i,j].tileHeader2 & 32) != 32) && ((Main.tile[i,j].tileHeader & 32) != 32) && !Main.tile[i,j].honey() && Main.tileSolid[(int)Main.tile[i+1, j].type] && Main.tileSolid[(int)Main.tile[i - 1, j].type] && Main.tileSolid[(int)Main.tile[i, j +1 ].type] && Main.tileSolid[(int)Main.tile[i, j - 1].type] && Main.tileSolid[(int)Main.tile[i - 1, j - 1].type] && Main.tileSolid[(int)Main.tile[i - 1, j +1].type] && Main.tileSolid[(int)Main.tile[i + 1, j -1 ].type] && Main.tileSolid[(int)Main.tile[i + 1, j + 1].type])
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if (Main.tile[i, j] != null && Main.tile[i, j].active() && Main.tileSolid[(int)Main.tile[i, j].type] && !Main.tileSolidTop[(int)Main.tile[i, j].type] &&(((int)Main.tile[i,j].type !=53) && ((int)Main.tile[i,j].type !=112) && ((int)Main.tile[i,j].type !=116) && ((int)Main.tile[i,j].type !=123)) && !Main.tile[i,j].lava() && ((Main.tile[i,j].tileHeader2 & 16) != 16) && ((Main.tile[i,j].tileHeader2 & 32) != 32) && ((Main.tile[i,j].tileHeader & 32) != 32) && !Main.tile[i,j].honey() && Main.tileSolid[(int)Main.tile[i+1, j].type] && Main.tileSolid[(int)Main.tile[i - 1, j].type] && Main.tileSolid[(int)Main.tile[i, j +1 ].type] && Main.tileSolid[(int)Main.tile[i, j - 1].type] && Main.tileSolid[(int)Main.tile[i - 1, j - 1].type] && Main.tileSolid[(int)Main.tile[i - 1, j +1].type] && Main.tileSolid[(int)Main.tile[i + 1, j -1 ].type] && Main.tileSolid[(int)Main.tile[i + 1, j + 1].type] && !Main.tileSand[(int)Main.tile[i, j].type] )
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{
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{
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Vector2 vector;
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Vector2 vector;
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vector.X = (float)(i * 16);
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vector.X = (float)(i * 16);
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