@@ -21,8 +21,6 @@ class UpsideDownJumpThru : JumpThru {
2121
2222 private static ILHook playerOrigUpdateHook ;
2323
24- private static readonly Hitbox normalHitbox = new Hitbox ( 8f , 11f , - 4f , - 11f ) ;
25-
2624 public static void Load ( ) {
2725 using ( new DetourContext { Before = { "*" } } ) { // these don't always call the orig methods, better apply them first.
2826 // fix general actor/platform behavior to make them comply with jumpthrus.
@@ -44,9 +42,6 @@ public static void Load() {
4442 playerOrigUpdateHook = new ILHook ( typeof ( Player ) . GetMethod ( "orig_Update" ) , filterOutJumpThrusFromCollideChecks ) ;
4543 IL . Celeste . Player . DashUpdate += filterOutJumpThrusFromCollideChecks ;
4644 IL . Celeste . Player . RedDashUpdate += filterOutJumpThrusFromCollideChecks ;
47-
48- // listen for the player unducking, to knock the player down before they would go through upside down jumpthrus.
49- On . Celeste . Player . Update += onPlayerUpdate ;
5045 }
5146 }
5247
@@ -60,8 +55,6 @@ public static void Unload() {
6055 playerOrigUpdateHook ? . Dispose ( ) ;
6156 IL . Celeste . Player . DashUpdate -= filterOutJumpThrusFromCollideChecks ;
6257 IL . Celeste . Player . RedDashUpdate -= filterOutJumpThrusFromCollideChecks ;
63-
64- On . Celeste . Player . Update -= onPlayerUpdate ;
6558 }
6659
6760 private static bool onActorMoveVExact ( On . Celeste . Actor . orig_MoveVExact orig , Actor self , int moveV , Collision onCollide , Solid pusher ) {
@@ -296,25 +289,6 @@ private static void patchPlayerClimbUpdate(ILContext il) {
296289 }
297290 }
298291
299- private static void onPlayerUpdate ( On . Celeste . Player . orig_Update orig , Player self ) {
300- bool unduckWouldGoThroughPlatform = self . Ducking && ! self . CollideCheck < UpsideDownJumpThru > ( ) ;
301- if ( unduckWouldGoThroughPlatform ) {
302- Collider bak = self . Collider ;
303- self . Collider = normalHitbox ;
304- unduckWouldGoThroughPlatform = self . CollideCheck < UpsideDownJumpThru > ( ) ;
305- self . Collider = bak ;
306- }
307-
308- orig ( self ) ;
309-
310- if ( unduckWouldGoThroughPlatform && ! self . Ducking ) {
311- // we just unducked, and are now inside an upside-down jumpthru.
312- // knock the player down if possible!
313- while ( self . CollideCheck < UpsideDownJumpThru > ( ) && ! self . CollideCheck < Solid > ( self . Position + new Vector2 ( 0f , 1f ) ) ) {
314- self . Position . Y ++ ;
315- }
316- }
317- }
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