Fix camera bug introduced by a previous PR (#505)
* Fix camera bug introduced by a previous PR * Readjust camera collision code
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cec1d3de73
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375639e849
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@ -392,7 +392,7 @@ static void load_static_surfaces(s16 **data, s16 *vertexData, s16 surfaceType, s
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struct Surface *surface;
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s8 room = 0;
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bool hasForce = surface_has_force(surfaceType);
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bool flags = surf_has_no_cam_collision(surfaceType);
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s8 flags = surf_has_no_cam_collision(surfaceType) ? SURFACE_FLAG_NO_CAM_COLLISION : 0;
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numSurfaces = *(*data);
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*data += 1;
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@ -407,7 +407,7 @@ static void load_static_surfaces(s16 **data, s16 *vertexData, s16 surfaceType, s
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if (surface != NULL) {
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surface->room = room;
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surface->type = surfaceType;
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surface->flags = (s8) flags;
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surface->flags = flags;
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if (hasForce) {
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surface->force = *(*data + 3);
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@ -671,7 +671,7 @@ void load_object_surfaces(s16** data, s16* vertexData) {
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hasForce = surface_has_force(surfaceType);
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flags = surf_has_no_cam_collision(surfaceType);
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flags = surf_has_no_cam_collision(surfaceType) ? SURFACE_FLAG_NO_CAM_COLLISION : 0;
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flags |= SURFACE_FLAG_DYNAMIC;
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// The DDD warp is initially loaded at the origin and moved to the proper
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