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Reskinnable Throw Boxes + "can pass through Spinners" option #11
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… through Spinners
catapillie
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Looks good! Thanks for fixing the hook not unloading, that was pretty bad.
I know \0 is the tile ID for air, but I think it still makes more sense to work with a nullable character. But this is just a nitpick really, don't worry about it.
| public static void Unload() { | ||
| On.Celeste.Player.ctor -= ctor; | ||
| On.Celeste.Level.LoadLevel -= LoadLevel; | ||
| On.Celeste.Player.Die -= PlayerDie; | ||
| On.Celeste.LevelExit.Routine -= RespawnRoutine; | ||
| On.Celeste.Player.Pickup -= Pickup; | ||
| On.Celeste.Lookout.LookRoutine -= LookRoutine; | ||
| On.Celeste.LevelEnter.Go -= LevelEnterGo; | ||
| On.Celeste.DashBlock.Break_Vector2_Vector2_bool_bool -= DashBlockBreak; | ||
| On.Celeste.DashBlock.RemoveAndFlagAsGone -= DashBlockRemoveAndFlagAsGone; | ||
| } |
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whaaaaaaaaaaaaaa
THANK YOU for this
| for (int i = 0; i < Width / 8f; i++) { | ||
| for (int j = 0; j < Height / 8f; j++) { | ||
| if (_isMetal) { | ||
| if (_debrisTypeOverride != '\0') { |
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Perhaps it would make more sense to use a nullable char rather than checking for a magic \0
This PR adds several options to the Throw Box and Throw Box Spawner entities to customise their textures, their impact particles, and their debris, as well as an option to let them pass through Spinners safely.
This hasn't been fully tested, so any feedback would be appreciated.
Other changes: