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Do not collide shots with entity if shot->firer == entity.
This check was already done if entity was ET_ENEMY, but it seems more correct to me to check this for all cases. Hope this doesn't break anything.
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0490afe7a2
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1 changed files with 9 additions and 14 deletions
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@ -1233,6 +1233,8 @@ Game::Game() : StateObject()
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loadEntityTypeList();
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loadEntityTypeList();
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lastCollideMaskIndex = -1;
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}
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}
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@ -8356,7 +8358,7 @@ void Game::registerSporeDrop(const Vector &pos, int t)
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bool Game::isEntityCollideWithShot(Entity *e, Shot *shot)
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bool Game::isEntityCollideWithShot(Entity *e, Shot *shot)
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{
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{
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if (!shot->isHitEnts())
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if (!shot->isHitEnts() || shot->firer == e)
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{
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{
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return false;
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return false;
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}
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}
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@ -8367,24 +8369,17 @@ bool Game::isEntityCollideWithShot(Entity *e, Shot *shot)
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}
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}
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if (e->getEntityType() == ET_ENEMY)
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if (e->getEntityType() == ET_ENEMY)
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{
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{
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if (shot->firer != e)
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if (shot->getDamageType() == DT_AVATAR_BITE)
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{
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{
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if (shot->getDamageType() == DT_AVATAR_BITE)
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Avatar::BittenEntities::iterator i;
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for (i = avatar->bittenEntities.begin(); i != avatar->bittenEntities.end(); i++)
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{
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{
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Avatar::BittenEntities::iterator i;
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if (e == (*i))
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for (i = avatar->bittenEntities.begin(); i != avatar->bittenEntities.end(); i++)
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{
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{
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if (e == (*i))
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return false;
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{
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return false;
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}
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}
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}
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return true;
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}
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}
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}
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return true;
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else
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{
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return false;
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}
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}
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}
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}
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else if (e->getEntityType() == ET_AVATAR)
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else if (e->getEntityType() == ET_AVATAR)
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