TWINE: corrected angle in Collision::checkCollisionWithActors

according to disassembly
This commit is contained in:
Martin Gerhardy 2021-03-02 17:53:56 +01:00
parent 9fd3ad17e3
commit 6e01e7603b

View File

@ -370,7 +370,7 @@ int32 Collision::checkCollisionWithActors(int32 actorIdx) {
const int32 zRightTest = actorTest->pos.z + actorTest->boudingBox.z.topRight;
if (xLeft < xRightTest && xRight > xLeftTest && yLeft < yRightTest && yRight > yLeftTest && zLeft < zRightTest && zRight > zLeftTest) {
_engine->_actor->hitActor(actorIdx, a, actor->strengthOfHit, actor->angle + ANGLE_90);
_engine->_actor->hitActor(actorIdx, a, actor->strengthOfHit, actor->angle + ANGLE_180);
actor->dynamicFlags.bIsHitting = 0;
}
}