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fixed graphical/movement glitches in the minimal quotient space
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631b3216ad
commit
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2
game.cpp
2
game.cpp
@ -1899,8 +1899,8 @@ void moveEffect(cell *ct, cell *cf, eMonster m, int direction_hint);
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void flameHalfvine(cell *c, int val) {
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if(itemBurns(c->item)) {
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addMessage(XLAT("%The1 burns!", c->item));
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c->item = itNone;
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addMessage(XLAT("%The1 burns!", c->item)), c->item = itNone;
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}
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c->wall = waPartialFire;
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c->wparam = val;
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@ -125,12 +125,13 @@ transmatrix calc_relative_matrix(cell *c2, cell *c1, const hyperpoint& point_hin
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for(int d=0; d<S7; d++) if(h2->move(d)) {
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int sp = h2->c.spin(d);
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transmatrix S = heptmove[sp] * spin(2*M_PI*d/S7);
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if(h2->c.mirror(d)) S = heptmove[sp] * Mirror * spin(2*M_PI*d/S7);
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if(h2->move(d) == h1) {
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transmatrix T1 = gm * S * where;
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auto curdist = hdist(tC0(T1), point_hint);
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if(curdist < bestdist) T = T1, bestdist = curdist;
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}
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for(int e=0; e<S7; e++) if(h2->move(d)->move(e) == h1) {
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if(geometry != gMinimal) for(int e=0; e<S7; e++) if(h2->move(d)->move(e) == h1) {
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int sp2 = h2->move(d)->c.spin(e);
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transmatrix T1 = gm * heptmove[sp2] * spin(2*M_PI*e/S7) * S * where;
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auto curdist = hdist(tC0(T1), point_hint);
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