Fix the switch collision issue for real
The issue was that the new switch code to support stacked actors sends `'activate` to every actor at a given grid coordinate regardless of type. This is fine for most uses, but because this level had an emitter over a wall, the switch tries to `'activate` the wall. Replacing the wall tile with a floor tile (which produces no actor and therefore receives no `'activate` message) works just fine. Instead of adding type checking to allow a hacky and needless use case, I instead advise just not sticking switch targets over walls or other actors that don't support `'activate`.
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@ -16,7 +16,7 @@
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83,128,82,84,92,85,24,24,24,24,24,24,20,24,24,24,24,107,83,83,
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24,24,24,86,89,105,24,24,24,87,103,102,103,102,103,88,24,24,24,24,
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24,18,24,86,150,101,88,24,87,104,191,151,130,109,189,85,24,19,24,24,
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24,24,24,106,91,110,85,24,106,130,209,130,110,131,89,105,24,24,24,24,
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24,24,24,106,91,110,85,24,24,130,209,130,110,131,89,105,24,24,24,24,
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102,102,102,104,169,189,85,24,86,150,151,149,171,151,190,101,103,103,103,103
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</data>
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</layer>
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