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bouncy blocks from above, left, and right
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@ -105,7 +105,7 @@ void entity::apply_walls() {
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for(int x = obb.minx; x < obb.maxx; x++) for(int y = obb.maxy; y < jbb.maxy; y++) {
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eWall b = current_room->at(x, y);
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if(walls[b].flags & blocking) {
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if(walls[b].flags & W_BOUNCY) { vel.y = -vel.y; on_bounce = true; goto again; }
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if(walls[b].flags & W_BOUNCY) { vel.y = -vel.y; apply_grav(); apply_grav(); if(vel.y > 0) vel.y = 0; on_bounce = true; goto again; }
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on_floor = true;
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if(walls[b].flags & W_FROZEN) on_ice = true;
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vel.y /= 2;
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@ -132,6 +132,7 @@ void entity::apply_walls() {
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for(int x = obb.minx; x < obb.maxx; x++) for(int y = jbb.miny; y < obb.miny; y++) {
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eWall b = current_room->at(x, y);
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if(walls[b].flags & W_BLOCK) {
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if(walls[b].flags & W_BOUNCY) { vel.y = -vel.y; apply_grav(); apply_grav(); on_bounce = true; goto again; }
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vel.y /= 2;
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if(abs(vel.y) < 1e-6) vel.y = 0;
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if(pixel_to_block(get_pixel_bbox_at(where + vel)).miny > y) where.y += vel.y;
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@ -154,6 +155,7 @@ void entity::apply_walls() {
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for(int x = obb.maxx; x < jbb.maxx; x++) for(int y = jbb.miny; y < jbb.maxy; y++) {
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eWall b = current_room->at(x, y);
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if(walls[b].flags & W_BLOCK) {
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if(walls[b].flags & W_BOUNCY) { vel.x = -vel.x; on_bounce = true; goto again; }
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if(freezing()) { hit_wall(); }
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if(burning()) {
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if(b == wWoodWall) current_room->replace_block_frev(x, y, wAir);
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@ -169,6 +171,7 @@ void entity::apply_walls() {
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for(int x = jbb.minx; x < obb.minx; x++) for(int y = jbb.miny; y < jbb.maxy; y++) {
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eWall b = current_room->at(x, y);
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if(walls[b].flags & W_BLOCK) {
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if(walls[b].flags & W_BOUNCY) { vel.x = -vel.x; on_bounce = true; goto again; }
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if(freezing()) { hit_wall(); }
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if(burning()) {
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if(b == wWoodWall) current_room->replace_block_frev(x, y, wAir);
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