- [FIX] Els boosters, skills i parts no han de desapareixer al pillarlos jugant des de l'editor
- [FIX] Al soltar un objecte pillat podia acabar parcialment fora de l'habitació
This commit is contained in:
@@ -3,65 +3,17 @@ height: 3
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door-height-yn: 0
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door-height-yn: 0
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color: PURPLE
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color: PURPLE
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floor-texture: 7
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floor-texture: 7
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wall-texture: 4
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wall-texture: 5
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door-texture: 4
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door-texture: 4
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under-door-texture: 0
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under-door-texture: 0
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exit-yn: 37
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exit-yn: 37
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actor{
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name: BLOCMATA-00
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bmp: altres.gif
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bmp-rect: 0 133 32 27
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bmp-offset: 0 27
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pos: 8 56 24
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size: 8 8 6
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flags: REACTIVE DEADLY
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react-mask: XP XN YP YN ZP ZN
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movement: CW
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}
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actor{
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name: BLOCMATA-01
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bmp: altres.gif
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bmp-rect: 0 133 32 27
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bmp-offset: 0 27
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pos: 16 56 24
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size: 8 8 6
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flags: REACTIVE DEADLY
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react-mask: XP XN YP YN ZP ZN
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movement: CW
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}
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actor{
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name: BLOCMATA-02
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bmp: altres.gif
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bmp-rect: 0 133 32 27
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bmp-offset: 0 27
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pos: 24 56 24
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size: 8 8 6
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flags: REACTIVE DEADLY
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react-mask: XP XN YP YN ZP ZN
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movement: CW
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}
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actor{
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name: BLOCMATA-03
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bmp: altres.gif
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bmp-rect: 0 133 32 27
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bmp-offset: 0 27
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pos: 32 56 24
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size: 8 8 6
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flags: REACTIVE DEADLY
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react-mask: XP XN YP YN ZP ZN
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movement: CW
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}
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actor{
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actor{
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name: BOX-A
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name: BOX-A
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bmp: caixes.gif
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bmp: caixes.gif
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bmp-rect: 0 0 32 32
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bmp-rect: 0 0 32 32
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bmp-offset: 0 32
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bmp-offset: 0 32
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pos: 8 56 30
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pos: 18 51 0
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size: 8 8 8
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size: 8 8 8
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flags: PICKABLE PUSHABLE GRAVITY
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flags: PICKABLE PUSHABLE GRAVITY
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movement: CW
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movement: CW
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@@ -250,40 +202,7 @@ actor{
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bmp: caixes.gif
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bmp: caixes.gif
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bmp-rect: 160 128 32 32
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bmp-rect: 160 128 32 32
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bmp-offset: 0 32
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bmp-offset: 0 32
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pos: 8 56 20
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pos: 8 56 24
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size: 8 8 4
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orient: ZP
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movement: Z
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}
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actor{
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name: PLATH-01
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bmp: caixes.gif
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bmp-rect: 160 128 32 32
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bmp-offset: 0 32
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pos: 16 56 20
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size: 8 8 4
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orient: ZP
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movement: Z
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}
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actor{
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name: PLATH-02
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bmp: caixes.gif
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bmp-rect: 160 128 32 32
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bmp-offset: 0 32
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pos: 24 56 20
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size: 8 8 4
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orient: ZP
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movement: Z
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}
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actor{
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name: PLATH-03
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bmp: caixes.gif
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bmp-rect: 160 128 32 32
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bmp-offset: 0 32
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pos: 32 56 20
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size: 8 8 4
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size: 8 8 4
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orient: ZP
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orient: ZP
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movement: Z
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movement: Z
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@@ -644,8 +644,8 @@ namespace actor
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{
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{
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if (picked)
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if (picked)
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{
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{
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picked->pos.x = act->pos.x;
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picked->pos.x = act->pos.x; if (picked->pos.x + picked->size.x > room::getMax().x) picked->pos.x = room::getMax().x - picked->size.x;
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picked->pos.y = act->pos.y;
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picked->pos.y = act->pos.y; if (picked->pos.y + picked->size.y > room::getMax().y) picked->pos.y = room::getMax().y - picked->size.y;
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picked->pos.z = act->pos.z;
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picked->pos.z = act->pos.z;
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act->pos.z += picked->size.z;
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act->pos.z += picked->size.z;
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actor::actor_t *above = act->above;
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actor::actor_t *above = act->above;
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@@ -249,25 +249,25 @@ namespace room
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if (!::editor::isEditing() && act->flags & FLAG_SPECIAL)
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if (!::editor::isEditing() && act->flags & FLAG_SPECIAL)
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{
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{
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if (act->name[0]=='B') { // Es un booster
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if (act->name[0]=='B') { // Es un booster
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if (actor::hero::wasBoosterCollected((act->name[3]-48)*10+(act->name[4]-48)))
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if (!::editor::isDevMode() && actor::hero::wasBoosterCollected((act->name[3]-48)*10+(act->name[4]-48)))
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{
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{
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actor::remove(act);
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actor::remove(act);
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act = nullptr;
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act = nullptr;
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}
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}
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} else if (act->name[0]=='S') { // Es un skill
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} else if (act->name[0]=='S') { // Es un skill
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if (actor::hero::wasSkillCollected(&act->name[2]))
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if (!::editor::isDevMode() && actor::hero::wasSkillCollected(&act->name[2]))
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{
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{
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actor::remove(act);
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actor::remove(act);
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act = nullptr;
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act = nullptr;
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}
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}
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} else if (act->name[0]=='P') { // Es una part
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} else if (act->name[0]=='P') { // Es una part
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if (actor::hero::wasPartCollected(&act->name[2]))
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if (!::editor::isDevMode() && actor::hero::wasPartCollected(&act->name[2]))
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{
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{
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actor::remove(act);
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actor::remove(act);
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act = nullptr;
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act = nullptr;
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}
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}
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} else if (act->name[0]=='G') { // Es un ghost d'una part
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} else if (act->name[0]=='G') { // Es un ghost d'una part
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if (actor::hero::wasPartCollected(&act->name[2]))
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if (!::editor::isDevMode() && actor::hero::wasPartCollected(&act->name[2]))
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{
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{
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act->flags &= ~FLAG_ANIMATED;
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act->flags &= ~FLAG_ANIMATED;
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act->bmp_rect.x += act->bmp_rect.w;
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act->bmp_rect.x += act->bmp_rect.w;
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