Checkpoint bug fix.
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dbcd2debc3
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28d3c70183
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@ -96,6 +96,8 @@ Entity *initBob(void)
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b->load = load;
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b->save = save;
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checkpointTimer = 0;
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return (Entity*)b;
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}
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@ -153,7 +155,7 @@ static void doAlive(void)
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{
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handeImmunity();
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world.bob->checkpointTimer = MAX(world.bob->checkpointTimer - 1, 0);
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checkpointTimer = MAX(checkpointTimer - 1, 0);
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world.bob->reload = limit(world.bob->reload - 1, 0, FPS);
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@ -233,7 +235,7 @@ static void handeImmunity(void)
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world.bob->flags &= ~(EF_FLICKER | EF_IMMUNE);
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}
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}
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else if (world.bob->checkpointTimer == 0 && world.bob->isOnGround && completelyOnGround() && world.bob->environment == ENV_AIR && world.bob->riding == NULL)
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else if (checkpointTimer == 0 && world.bob->isOnGround && completelyOnGround() && world.bob->environment == ENV_AIR && world.bob->riding == NULL)
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{
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for (i = MAX_CHECKPOINTS - 1 ; i > 0 ; i--)
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{
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@ -142,28 +142,28 @@ static void tick(void)
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static void reappear(void)
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{
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int valid, r;
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int r;
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valid = 0;
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r = rand() % MAX_CHECKPOINTS;
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self->x = world.bob->checkpoints[r].x;
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self->y = world.bob->checkpoints[r].y;
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do
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if (self->x != 0 && self->y != 0)
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{
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r = rand() % MAX_CHECKPOINTS;
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self->x = world.bob->checkpoints[r].x;
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self->y = world.bob->checkpoints[r].y;
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valid = (self->x != 0 && self->y != 0);
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self->y -= (self->h + 10);
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self->action = self->walk;
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self->flags &= ~EF_GONE;
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addTeleportStars(self);
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playSound(SND_APPEAR, CH_ANY);
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}
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else
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{
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self->thinkTime = FPS;
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}
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while (!valid);
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self->y -= (self->h + 10);
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self->action = self->walk;
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self->flags &= ~EF_GONE;
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addTeleportStars(self);
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playSound(SND_APPEAR, CH_ANY);
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}
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static void applyDamage(int damage)
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