Allow doppelgangers to also erase animations
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@ -2580,7 +2580,10 @@ const TILE_TYPES = {
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draw_layer: DRAW_LAYERS.overlay,
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draw_layer: DRAW_LAYERS.overlay,
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is_actor: true,
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is_actor: true,
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collision_mask: 0,
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collision_mask: 0,
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blocks_collision: COLLISION.player,
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// FIXME feel like blocks_collision should be able to handle this and yet
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blocks(me, level, other, direction) {
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return other.type.is_real_player;
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},
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ttl: 16,
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ttl: 16,
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// If anything else even begins to step on an animation, it's erased
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// If anything else even begins to step on an animation, it's erased
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// FIXME possibly erased too fast; cc2 shows it briefly? could i get away with on_arrive here?
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// FIXME possibly erased too fast; cc2 shows it briefly? could i get away with on_arrive here?
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@ -2592,7 +2595,9 @@ const TILE_TYPES = {
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draw_layer: DRAW_LAYERS.overlay,
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draw_layer: DRAW_LAYERS.overlay,
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is_actor: true,
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is_actor: true,
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collision_mask: 0,
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collision_mask: 0,
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blocks_collision: COLLISION.player,
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blocks(me, level, other, direction) {
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return other.type.is_real_player;
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},
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ttl: 16,
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ttl: 16,
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on_approach(me, level, other) {
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on_approach(me, level, other) {
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level.remove_tile(me);
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level.remove_tile(me);
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@ -2612,7 +2617,9 @@ const TILE_TYPES = {
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draw_layer: DRAW_LAYERS.overlay,
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draw_layer: DRAW_LAYERS.overlay,
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is_actor: true,
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is_actor: true,
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collision_mask: 0,
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collision_mask: 0,
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blocks_collision: COLLISION.player,
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blocks(me, level, other, direction) {
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return other.type.is_real_player;
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},
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ttl: 16,
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ttl: 16,
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on_approach(me, level, other) {
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on_approach(me, level, other) {
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level.remove_tile(me);
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level.remove_tile(me);
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