Added diagonal ramps
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@@ -84,8 +84,30 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
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// Are we walking up a ramp?
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if(
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tileIsRamp(tileCurrent) &&
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(direction+TILE_SHAPE_RAMP_SOUTH) == tileCurrent &&
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newPos.z < (MAP_CHUNK_DEPTH - 1)
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(
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// Can only walk UP the direction the ramp faces.
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(direction+TILE_SHAPE_RAMP_SOUTH) == tileCurrent ||
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// If diagonal ramp, can go up one of two ways only.
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(
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(
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tileCurrent == TILE_SHAPE_RAMP_SOUTHEAST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_SOUTHWEST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_NORTHEAST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileCurrent == TILE_SHAPE_RAMP_NORTHWEST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
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)
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)
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// Must be able to walk up.
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) && newPos.z < (MAP_CHUNK_DEPTH - 1)
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) {
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tileNew = TILE_SHAPE_NULL;// Force check for ramp above.
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worldpos_t abovePos = newPos;
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@@ -104,7 +126,29 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
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if(
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tileBelow != TILE_SHAPE_NULL &&
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tileIsRamp(tileBelow) &&
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(entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_SOUTH) == tileBelow
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(
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// This handles regular cardinal ramps
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(entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_SOUTH) == tileBelow ||
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// This handles diagonal ramps
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(
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(
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tileBelow == TILE_SHAPE_RAMP_SOUTHEAST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_SOUTHWEST &&
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(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_NORTHEAST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
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) ||
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(
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tileBelow == TILE_SHAPE_RAMP_NORTHWEST &&
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(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
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)
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)
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)
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) {
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// We will fall to this tile.
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fall = true;
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