Use render offset instead of shifting Mega Chest pedestal
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efca551ec9
commit
68896a939d
1 file changed
+5
-2
@@ -574,8 +574,7 @@ function EID:onGameUpdate()
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local pos = entity.Position
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for _, otherPos in ipairs(curPositions) do
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if pos:Distance(otherPos[2]) == 0 then
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-- adjust the position so Mega Chests can have both descriptions viewable
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entity.Position = entity.Position + Vector(1,0)
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--entity.Position = entity.Position + Vector(1,0)
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entity:GetData()["EID_RenderOffset"] = Vector(10,0)
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otherPos[1]:GetData()["EID_RenderOffset"] = Vector(-10,0)
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end
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@@ -750,6 +749,10 @@ local function onRender(t)
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for i, entity in ipairs(entitySearch) do
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if EID:hasDescription(entity) and entity.FrameCount > 0 then
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local diff = entity.Position:__sub(sourcePos)
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-- break ties with the render offset (for Mega Chest double collectibles)
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if diff:Length() == EID.lastDist and entity:GetData()["EID_RenderOffset"] then
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diff = diff + entity:GetData()["EID_RenderOffset"]
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end
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if diff:Length() < EID.lastDist then
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EID.lastDescriptionEntity = entity
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EID.lastDist = diff:Length()
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