The error rarely happened when the clonk was attached to a wall solely with its head vertex. CheckScaleTop (Animations.ocd/Script.c) only checked the shoulders and hip vertices.
I also made sure that this.dist (FxIntScaleTimer, line 616) cannot exceed the animation length of "ScaleTop" although that shouldn't have posed a problem.
This doesn't work for intros, though, because they use simple messages. We should unify the systems to only have one dialogue system that uses new-style-menus and implement required features in those menus..
Previously, you would roll on landing when you had a movement key pressed. However, you would roll into your current direction even if you had the opposite movement key held down. This was one of the remaining possibilities of rolling into the void and being frustrated afterwards because the controls sucked.
This means that you start a roll currently with walking left/right and tapping [down]. OR falling a great height and just holding left/right when landing. When you let go of left/right, you will instantly walk again. This reduces the possibility of the players rolling into an abyss.
Rolling works via SetXDir anyway, so the ComDir change is not necessary. It would just lead to issues because the ComDir would never be reset and the Clonk would keep on walking until the next key press.
People have complained that the implicit roll (if you don't know how it worked) could lead to death and severe injury. The roll is now explicit. Always and everywhere.
It doesn't have any other effect though; todo: reduce hit area and/or squash vertices of Clonk during roll
There have been some bugs and crashes related to unwanted deep comparison (e.g. in the maze scenario). Scripters very rarely need deep comparison, so it should not be the default for the most commonly used operator.
This also changes behaviour of GetIndexOf to do pointer comparison.
This change has Guenther's seal of approval.
When trying to get the sign of the horizontal velocity, a calculation
erroneously assumed that it could never be 0. When it did, a #DE was
raised. This changeset replaces the calculation with the Sign() function
from Math.c, which handles a zero argument correctly.
the shield replaced the animation "Walk" with an array of two animations. Then when GetWalkAnimationPosition was queried from FxIntWalkTimer:476 it threw an error at GetAnimationLength
Instead of teleporting from sticking with the left/rightmost vertex to the
want to standing on the lowest one at the same position, the Clonk can now
climb using the lowest vertex alone. That means the teleport only needs to
cover only one pixel each in x and y direction to go from sticking to the
side of the landscape pixel to sticking on top of the same pixel.
Also remove some unnecessary x/ydir resets and make comdir in the direction
of the wall the Clonk is scaling keep the up/down direction instead of only
going up.