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port: no need to explicitly disable player collision when tracing light glares
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536c766793
commit
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2 files changed
+1
-10
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@@ -168,11 +168,6 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
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struct coord *campos = &g_Vars.currentplayer->cam_pos;
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struct artifact *artifact;
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#ifndef PLATFORM_N64
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const bool prevperim = g_Vars.currentplayer->bondperimenabled;
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playerSetPerimEnabled(g_Vars.currentplayer->prop, false);
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#endif
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if (g_Rooms[roomnum].gfxdata != NULL && g_Rooms[roomnum].loaded240) {
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numlights = g_Rooms[roomnum].gfxdata->numlights;
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@@ -378,10 +373,6 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
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}
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}
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}
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#ifndef PLATFORM_N64
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playerSetPerimEnabled(g_Vars.currentplayer->prop, prevperim);
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#endif
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}
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u8 func0f13d3c4(u8 arg0, u8 arg1)
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+1
-1
@@ -1062,7 +1062,7 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g
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prop = *propptr;
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if (prop) {
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if (prop->type == PROPTYPE_CHR
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|| (prop->type == PROPTYPE_PLAYER && prop->chr && playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum)) {
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|| (prop->type == PROPTYPE_PLAYER && prop->chr && (g_Vars.in_cutscene || playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum))) {
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chrTestHit(prop, &shotdata, false, true);
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} else if (prop->type == PROPTYPE_WEAPON || prop->type == PROPTYPE_DOOR
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|| (prop->type == PROPTYPE_OBJ && prop->obj->type != OBJTYPE_GLASS && prop->obj->type != OBJTYPE_TINTEDGLASS)) {
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