Accidental copying of triangles in collision checking loop.
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@ -200,18 +200,18 @@ void Monster::STRATEGY::STONE_GOLEM(Monster&m,float fElapsedTime,std::string str
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if(m.F(A::CASTING_TIMER)<=0.f){
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game->SetupWorldShake(ConfigFloat("Shockwave.Shockwave Screen Shake Time"));
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bool isSafe{false};
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bool playerIsSafe{false};
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for(std::any&data:m.VEC(A::STAGE_POLYGONS)){
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std::vector<geom2d::triangle<float>>collisionTris{any_cast<StageMaskPolygon>(data).GetCollisionTriangles()};
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for(geom2d::triangle<float>tri:collisionTris){
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for(const geom2d::triangle<float>&tri:collisionTris){
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if(geom2d::overlaps(game->GetPlayer()->Hitbox(),tri)){
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isSafe=true;
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playerIsSafe=true;
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goto DoneWithCollisionCheck;
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}
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}
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}
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DoneWithCollisionCheck:
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if(!isSafe){
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if(!playerIsSafe){
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game->GetPlayer()->Hurt(ConfigInt("Shockwave.Damage"),m.OnUpperLevel(),m.GetZ());
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game->GetPlayer()->Knockback(util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Shockwave.Knockback Amount"));
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}
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@ -17,6 +17,7 @@ New Monster Sound Effects
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Add a Helper Function: Change proximity knockback checks regardless of player/monster friendliness to be a function call instead.
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Add rectangular hitbox posssibility to the game for monsters. (specifically for use with pillars)
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DEMO
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====
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