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bird_dip: inertia.y nach Kollision übernehmen. Damit der Möglichkeit, dass
author
Wintermute
<wintermute@hannover.ccc.de>
Mon, 21 Oct 2013 21:06:37 +0000
(23:06 +0200)
committer
Wintermute
<wintermute@hannover.ccc.de>
Mon, 21 Oct 2013 21:06:37 +0000
(23:06 +0200)
inertia.y > move_max().y vorbeugen (da kriegt die Kollisionsprüfung Probleme)
badge/jumpnrun/enemies.c
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diff --git
a/badge/jumpnrun/enemies.c
b/badge/jumpnrun/enemies.c
index
fab1526
..
0ca8ad0
100644
(file)
--- a/
badge/jumpnrun/enemies.c
+++ b/
badge/jumpnrun/enemies.c
@@
-196,6
+196,7
@@
void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy *self,
lv,
visible_tiles,
&inertia_mod);
+ self->base.inertia.y = inertia_mod.y;
if(killed) {
jumpnrun_enemy_kill(self);
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