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fixed bugs with wrong X/Y access in element mask in MM engine
author
Holger Schemel
<info@artsoft.org>
Fri, 19 May 2023 13:27:29 +0000
(15:27 +0200)
committer
Holger Schemel
<info@artsoft.org>
Fri, 19 May 2023 13:27:29 +0000
(15:27 +0200)
src/game_mm/mm_game.c
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diff --git
a/src/game_mm/mm_game.c
b/src/game_mm/mm_game.c
index 46f914de964302cd2f31fae73d811cdc1a99b7b2..bc72f5bd43c2169505ae7eaae1a1827c3437856e 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-1708,8
+1708,8
@@
static boolean HitElement(int element, int hit_mask)
int pos = getMaskFromElement(element);
// check if we are entering empty space area after hitting edge
int pos = getMaskFromElement(element);
// check if we are entering empty space area after hitting edge
- if (mm_masks[pos][d
x1 / 2][dy
1 / 2] != 'X' &&
- mm_masks[pos][d
x2 / 2][dy
2 / 2] != 'X')
+ if (mm_masks[pos][d
y1 / 2][dx
1 / 2] != 'X' &&
+ mm_masks[pos][d
y2 / 2][dx
2 / 2] != 'X')
{
// we already know that we hit an edge, but use this function to go on
if (HitOnlyAnEdge(hit_mask))
{
// we already know that we hit an edge, but use this function to go on
if (HitOnlyAnEdge(hit_mask))
@@
-1998,7
+1998,7
@@
static boolean HitElement(int element, int hit_mask)
{
int pos = getMaskFromElement(element_side);
{
int pos = getMaskFromElement(element_side);
- if (mm_masks[pos][d
x / 2][dy
/ 2] == 'X')
+ if (mm_masks[pos][d
y / 2][dx
/ 2] == 'X')
laser.overloaded = TRUE;
}
}
laser.overloaded = TRUE;
}
}