iMiniB3D - clear collision type bug and fix.
BlitzMax Forums/MiniB3D Module/iMiniB3D - clear collision type bug and fix.
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in entity.mmvoid Entity::EntityType(int type_no,int recursive){ // add to collision entity list if new type no<>0 and not previously added if(collision_type==0 && type_no!=0){ CollisionPair::ent_lists[type_no].push_back(this); } // remove from collision entity list if new type no=0 and previously added if(collision_type!=0 && type_no==0){ CollisionPair::ent_lists[type_no].remove(this); } ... should be void Entity::EntityType(int type_no,int recursive){ // add to collision entity list if new type no<>0 and not previously added if(collision_type==0 && type_no!=0){ CollisionPair::ent_lists[type_no].push_back(this); } // remove from collision entity list if new type no=0 and previously added if(collision_type!=0 && type_no==0){ CollisionPair::ent_lists[collision_type].remove(this); } ... the remove from collisions entity list was attempting to remove the entity from the list it was being added to (type_no) which was 0 rather than the list it was currently in (collision_type). causing it to be impossible to set an entity type back to 0 once it was set. |