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Old 02-20-2010, 12:33 AM
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Quote:
Originally Posted by tempandrew View Post
I've tried moving left all around the x coordinate that is affected, and there doesn't seem to be a place where it happens.
I can confirm this, as I've spent countless hours trying to figure this **** out myself.

Anyway, here's a workaround, if you want to use it. I've been using it for quite some time. It's not perfect (in a coding way, somewhat hackish), but it emulates the level 3 shield very very well, although the whole thing is a tiny bit faster. I have this code segment running each frame in a timeout:
PHP Code:
  // lizard shield
  
if (clientr.lizardShield && player.freezetime <= && !player.reading) {
    
temp.lizGanis = { "idle""walk""sit""swim""carrystill""carry" };
    
    for (
temp.04i++) {
      if (!
keydown(i))
        continue;
      
      if (!(
player.ani.name in temp.lizGanis))
        continue;
      
      if (!
onwall2player.1.5 vecx(i) * 33 32 abs(vecy(i)) - (vecx(i) == 32 0), player.vecy(i) * 33 32 abs(vecx(i)) - (vecy(i) == 32 0), 16 abs(vecy(i)) * 31 1616 abs(vecx(i)) * 31 16 )) {
        
player.+= vecx(i) * 16;
        
player.+= vecy(i) * 16;
      }
    }
  } 
The onwall2() call is my super-exotic, one-call-complete-check with an integrated hack to work around the issues with onwall2() and Graal's polygon algorithms. It works perfectly fine, but I didn't bother optimizing it yet. I guess if you assign the divisions to this-prefixed variables in the onCreated() event, it will run a bit faster, but I was lazy, sorry.
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