Found the culprit for bug #45
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@@ -223,6 +223,7 @@ std::list<BoundingBox> World::GenerateCollisionGrid(Entity* ptr, int tileWidth,
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
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while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
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//BUG: #45 this is the culprit; it's pulling regions into existance
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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@@ -241,6 +241,12 @@ void World::KeyDown(SDL_KeyboardEvent const& event) {
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//TODO: (3) the escape key should actually control menus and stuff
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SendLogoutRequest();
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return;
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case SDLK_SPACE:
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//DEBUG: testing bug #45
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//reset the map
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regionPager.UnloadAll();
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return;
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}
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//character movement
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@@ -29,12 +29,13 @@
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//static functions
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//-------------------------
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//TODO: proper checksum
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static int regionChecksum(Region* const region) {
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int sum = 0;
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for(int i = 0; i < REGION_WIDTH; i++) {
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for (int j = 0; j < REGION_HEIGHT; j++) {
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for (int k = 0; k < REGION_DEPTH; k++) {
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sum += region->GetTile(i, j, k);
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sum |= region->GetTile(i, j, k);
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}
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}
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}
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@@ -51,6 +51,7 @@ SplashScreen::~SplashScreen() {
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//-------------------------
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void SplashScreen::FrameStart() {
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//TODO: config flag to change the delay
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(3)) {
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SetSceneSignal(SceneSignal::MAINMENU);
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}
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