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Add exhumed collision emulation
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3 changed files with 6 additions and 1 deletions
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@ -509,6 +509,8 @@ void InstallEngine()
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LoadPaletteLookups();
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MyLoadPalette();
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enginecompatibility_mode = ENGINECOMPATIBILITY_19950829;
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}
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void RemoveEngine()
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@ -1177,7 +1177,7 @@ void FuncPlayer(int pA, int nDamage, int nRun)
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}
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// loc_1A6E4
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if (!inside(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].sectnum))
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if (inside(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].sectnum) != 1)
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{
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mychangespritesect(nPlayerSprite, spr_sectnum);
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@ -1051,6 +1051,9 @@ void FuncQueenHead(int a, int nDamage, int nRun)
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sprite[nSprite].cstat = 0x8000;
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// DEMO-TODO: in disassembly angle was used without masking and thus causing OOB issue.
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// This behavior probably would be needed emulated for demo compatibility
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// int dx = sintable[RandomSize(11) & kAngleMask) + 512] << 10;
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int dx = Sin((RandomSize(11) & kAngleMask) + 512) << 10;
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int dy = Sin(RandomSize(11) & kAngleMask) << 10;
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int dz = (RandomSize(5) - RandomSize(5)) << 7;
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