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https://github.com/curioustorvald/Terrarum.git
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hiding the phys artefact by forcefully holding down-key for long enough
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@@ -4,7 +4,6 @@ import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.jme3.math.FastMath
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import net.torvald.spriteanimation.SheetSpriteAnimation
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import net.torvald.spriteanimation.SpriteAnimation
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import net.torvald.terrarum.*
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@@ -795,7 +794,7 @@ open class ActorWithBody : Actor {
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// ignore MOST of the codes below (it might be possible to recycle the structure??)
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// and the idea above has not yet implemented, and may never will. --Torvald, 2018-12-30
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val downDown = if (this is ActorHumanoid) this.isDownDown else false
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val downDown = if (this is ActorHumanoid) this.downButtonHeld > 0 else false
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val sixteenStep = (0..ccdSteps).map { hitbox.clone().translate(vectorSum * (it / ccdSteps.toDouble())) }
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var collidingStep: Int? = null
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@@ -1092,7 +1091,7 @@ open class ActorWithBody : Actor {
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// grounded = true
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// another platform-related hacks
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if (this is ActorHumanoid) downDownVirtually = false
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// if (this is ActorHumanoid) downButtonHeld = false
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}
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}// end of collision not detected
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@@ -1402,7 +1401,7 @@ open class ActorWithBody : Actor {
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// platforms, moving downward AND not "going down"
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(this is ActorHumanoid && BlockCodex[tile].isPlatform &&
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externalV.y + (controllerV?.y ?: 0.0) >= 0.0 &&
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!this.isDownDown && this.axisY <= 0f) ||
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this.downButtonHeld == 0 && this.axisY <= 0f) ||
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// platforms, moving downward, for the case of NOT ActorHumanoid
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(this !is ActorHumanoid && BlockCodex[tile].isPlatform &&
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externalV.y + (controllerV?.y ?: 0.0) >= 0.0)
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