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Version 5.8 hotfix with tweak to collision detection at the top boarder.
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@ -1253,12 +1253,11 @@ ITCM_CODE BOOL AY38900::mobsCollide(int mobNum0, int mobNum1)
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{
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if (((mobBuffers[mobNum0][offsetYr0 + y] << offsetXr0) & (mobBuffers[mobNum1][offsetYr1 + y] << offsetXr1)) != 0)
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{
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// ---------------------------------------------------------------------------------------------------------
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// -------------------------------------------------------------------------------------------------
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// Make sure the vertical area of this overlap is visible on screen ... otherwise no collision
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// Since we've already determined a collision, we only need to check one of the MOB rectangles to see
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// if it is off-screen as the other one would be likewise... In theory, we should check outside bottom too.
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// ---------------------------------------------------------------------------------------------------------
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if ((r0->y + ((offsetYr0/2) + (y/2) + verticalOffset)) >= 0) return TRUE;
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// In theory, we should check outside the bottom of screen too but we're keeping in simple and fast.
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// -------------------------------------------------------------------------------------------------
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if ((startingY + (y/2) + verticalOffset) >= 0) return TRUE;
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}
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}
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