
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`.
48 lines
2.5 KiB
XML
48 lines
2.5 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.8" tiledversion="1.8.6" orientation="orthogonal" renderorder="right-down" width="20" height="15" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="63">
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<tileset firstgid="1" source="tiles.tsx"/>
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</data>
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<objectgroup id="2" name="objects">
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<object id="1" type="player-spawn" gid="1" x="16" y="208" width="16" height="16"/>
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<object id="47" type="clock-emitter" gid="49" x="0" y="0" width="16" height="16">
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<properties>
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<property name="interval" type="int" value="1"/>
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</properties>
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</object>
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<object id="50" type="brick" gid="23" x="0" y="16" width="16" height="16"/>
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<object id="51" type="brick" gid="23" x="0" y="32" width="16" height="16"/>
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<object id="57" type="brick" gid="23" x="112" y="224" width="16" height="16"/>
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<object id="60" type="gem" gid="29" x="80" y="32" width="16" height="16"/>
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<object id="61" type="switched-emitter" gid="48" x="128" y="208" width="16" height="16">
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<properties>
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<property name="interval" type="int" value="1"/>
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</properties>
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</object>
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<object id="62" type="floor-switch" gid="25" x="112" y="176" width="16" height="16">
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<properties>
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<property name="target-x" type="int" value="8"/>
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<property name="target-y" type="int" value="13"/>
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</properties>
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</object>
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</objectgroup>
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</map>
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