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authorKae <80987908+Novaenia@users.noreply.github.com>2024-04-01 10:30:03 +1100
committerKae <80987908+Novaenia@users.noreply.github.com>2024-04-01 10:30:03 +1100
commit02632b248c9fcf9c71d9099e2ac857d8b3d44393 (patch)
treead7b7ff23d7671ae5fd283f8ac0b7291dde2bd8a /source/game/StarParticleManager.cpp
parentb556f714735a912dcf48257bccfda615855f3695 (diff)
Fix more cases of tile collision not taking object material spaces into account
Fixes #53
Diffstat (limited to 'source/game/StarParticleManager.cpp')
-rw-r--r--source/game/StarParticleManager.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/game/StarParticleManager.cpp b/source/game/StarParticleManager.cpp
index 6ba0dbf..4629567 100644
--- a/source/game/StarParticleManager.cpp
+++ b/source/game/StarParticleManager.cpp
@@ -49,7 +49,7 @@ void ParticleManager::update(float dt, RectF const& cullRegion, float wind) {
Vec2I pos(particle.position.floor());
TileType tiletype;
auto const& tile = m_tileSectorArray->tile(pos);
- if (isSolidColliding(tile.collision))
+ if (isSolidColliding(tile.getCollision()))
tiletype = TileType::Colliding;
else if (tile.liquid.level > 0.5f)
tiletype = TileType::Water;