Erase animations at decision time, apparently
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@ -3237,10 +3237,12 @@ const TILE_TYPES = {
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collision_mask: 0,
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collision_mask: 0,
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blocks_collision: COLLISION.real_player,
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blocks_collision: COLLISION.real_player,
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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 but a player even /considers/ stepping on an animation, it's erased, at
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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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// decision time!
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on_approach(me, level, other) {
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on_bumped(me, level, other) {
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if (! other.type.is_real_player) {
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level.remove_tile(me);
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level.remove_tile(me);
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}
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},
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},
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},
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},
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explosion: {
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explosion: {
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@ -3249,8 +3251,10 @@ const TILE_TYPES = {
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collision_mask: 0,
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collision_mask: 0,
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blocks_collision: COLLISION.real_player,
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blocks_collision: COLLISION.real_player,
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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_bumped(me, level, other) {
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if (! other.type.is_real_player) {
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level.remove_tile(me);
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level.remove_tile(me);
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}
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},
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},
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},
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},
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// Non-blocking explosion used for better handling edge cases with dynamite and bowling balls,
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// Non-blocking explosion used for better handling edge cases with dynamite and bowling balls,
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@ -3277,8 +3281,10 @@ const TILE_TYPES = {
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collision_mask: 0,
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collision_mask: 0,
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blocks_collision: COLLISION.real_player,
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blocks_collision: COLLISION.real_player,
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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_bumped(me, level, other) {
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if (! other.type.is_real_player) {
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level.remove_tile(me);
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level.remove_tile(me);
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}
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},
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},
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},
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},
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// New VFX (not in CC2, so they don't block to avoid altering gameplay)
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// New VFX (not in CC2, so they don't block to avoid altering gameplay)
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