fix quad tree queries (queries should not choose only one quadrant because they may validly visit two or more quadrants if query covers two leaf nodes), resulting in regressions. Fix one regression: reimplement wall patches (this time also optimised because there is no intgermediary list)
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@@ -526,14 +526,14 @@ struct
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#platID enemy
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else eID
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in
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if eID = #nextPlatID enemy then
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getLandingPatches (eID, platforms, enemy, acc)
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else if eID = ~1 orelse pID = ~1 then
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if eID = ~1 orelse pID = ~1 then
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(* without checking that neither of these are ~1
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* (which means there is no platform below the enemy/player)
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* there is a subscript error because the PathFinding.start
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* function expects neither of these values to be ~1. *)
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getPatrollPatches (enemy, wallTree, platformTree, acc)
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else if eID = #nextPlatID enemy then
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getLandingPatches (eID, platforms, enemy, acc)
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else if eID = pID then
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getPatrollPatches (enemy, wallTree, platformTree, acc)
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else
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