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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-05-06 00:46:11 +0200
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-05-06 00:52:25 +0200
commitd9e5e4b2d683e1691d23e5dfee667ef20dc7e047 (patch)
tree76635541587230d9f826a9ddfc8ec7776999c9d2 /src/resources
parent1c995f8f62be0e6af4a5351eaf7bd32ae9e6ae1e (diff)
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Make the logic for collision tiles more strict
Only recognize the collision tile as colliding, since having everything except the empty non-collision tile collide is confusing. Should also be changed on the server and in the tmwAthena exporter of Tiled. Reviewed-by: Dennis Friis
Diffstat (limited to 'src/resources')
-rw-r--r--src/resources/mapreader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/resources/mapreader.cpp b/src/resources/mapreader.cpp
index 219eb317..e8a2bd20 100644
--- a/src/resources/mapreader.cpp
+++ b/src/resources/mapreader.cpp
@@ -369,7 +369,7 @@ static void setTile(Map *map, MapLayer *layer, int x, int y, int gid)
else
{
// Set collision tile
- if (set && (gid - set->getFirstGid() != 0))
+ if (set && (gid - set->getFirstGid() == 1))
map->blockTile(x, y, Map::BLOCKTYPE_WALL);
}
}