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some random ideas for future self
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@@ -294,11 +294,13 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
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val feetTileIsAllPlatform = feetTiles.filterNotNull().all { it.isPlatform }
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if (isDownDown && feetTileIsAllPlatform && (controllerV?.y ?: 0.0) >= 0.0) {// ||
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// occupyingTileHasPlatform && !feetTileHasPlatform) { // FIXME commenting this out enables platform-ladder but falldown gets slowed down if the body passes thru the platform but I think this behav might be beneficial for player?
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downDownVirtually = true
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// downDownVirtually = true
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}
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if (downDownVirtually && !occupyingTileHasPlatform && !feetTileIsAllPlatform) {
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downDownVirtually = false
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// downDownVirtually = false
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}
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// TODO just disable "snap to ground" on collision solver if {player's body overlaps with the platform/downDownVirtually}?
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// the point is: disable snap (or don't consider offending tiles as solid) for certain Y-pos only, tiles on Y+1 are still solid
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}
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private inline val hasController: Boolean
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