port: no need to explicitly disable player collision when tracing light glares

This commit is contained in:
fgsfds committed 2024-05-12 17:12:37 +02:00
1 parent 536c766793
commit f86746364f
2 files changed
+1 -10

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-9
View File
@@ -168,11 +168,6 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
struct coord *campos = &g_Vars.currentplayer->cam_pos;
struct artifact *artifact;
#ifndef PLATFORM_N64
const bool prevperim = g_Vars.currentplayer->bondperimenabled;
playerSetPerimEnabled(g_Vars.currentplayer->prop, false);
#endif
if (g_Rooms[roomnum].gfxdata != NULL && g_Rooms[roomnum].loaded240) {
numlights = g_Rooms[roomnum].gfxdata->numlights;
@@ -378,10 +373,6 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
}
}
}
#ifndef PLATFORM_N64
playerSetPerimEnabled(g_Vars.currentplayer->prop, prevperim);
#endif
}
u8 func0f13d3c4(u8 arg0, u8 arg1)
+1 -1
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@@ -1062,7 +1062,7 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g
prop = *propptr;
if (prop) {
if (prop->type == PROPTYPE_CHR
|| (prop->type == PROPTYPE_PLAYER && prop->chr && playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum)) {
|| (prop->type == PROPTYPE_PLAYER && prop->chr && (g_Vars.in_cutscene || playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum))) {
chrTestHit(prop, &shotdata, false, true);
} else if (prop->type == PROPTYPE_WEAPON || prop->type == PROPTYPE_DOOR
|| (prop->type == PROPTYPE_OBJ && prop->obj->type != OBJTYPE_GLASS && prop->obj->type != OBJTYPE_TINTEDGLASS)) {