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Add dream tunnel collider check to new grab logic
1 parent b876dba commit d3e1a32

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2 files changed

+10
-3
lines changed

2 files changed

+10
-3
lines changed

src/Components/DreamTunnelCollider.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -59,7 +59,7 @@ public bool Check(Player player, Vector2? dir = null)
5959
{
6060
// no need for a Player_canEnterDreamTunnelCollider check like DreamDashCollider, as DreamTunnelDashAttacking is enough
6161
// the check is necessary in DreamDashCollider because some things give dash attack without the player needing to (be able to) dash
62-
if (Active && Collider is not null && Entity != null)
62+
if (Active && Collider is not null && Entity is not null)
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{
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Collider collider = Entity.Collider;
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bool collidable = Entity.Collidable;

src/States/DreamTunnelDash.cs

Lines changed: 9 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -197,11 +197,18 @@ public static int DreamTunnelDashUpdate(this Player player)
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}
198198
else if (player.DashDir.Y >= 0f || player.DashDir.X != 0f)
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{
200-
if (player.DashDir.X > 0f && player.CollideCheck<Solid>(player.Position - (Vector2.UnitX * 5f)))
200+
Vector2 at = player.Position - (Vector2.UnitX * 5f);
201+
if (player.DashDir.X > 0f && (
202+
player.CollideCheck<Solid>(player.Position - (Vector2.UnitX * 5f)) ||
203+
player.Scene.Tracker.GetComponents<DreamTunnelCollider>().Cast<DreamTunnelCollider>().Any(c => c.Check(player, -Vector2.UnitX * 5f))
204+
))
201205
{
202206
player.MoveHExact(-5, null, null);
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}
204-
else if (player.DashDir.X < 0f && player.CollideCheck<Solid>(player.Position + (Vector2.UnitX * 5f)))
208+
else if (player.DashDir.X < 0f && (
209+
player.CollideCheck<Solid>(player.Position + (Vector2.UnitX * 5f)) ||
210+
player.Scene.Tracker.GetComponents<DreamTunnelCollider>().Cast<DreamTunnelCollider>().Any(c => c.Check(player, Vector2.UnitX * 5f))
211+
))
205212
{
206213
player.MoveHExact(5, null, null);
207214
}

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