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Fix walkthrough objects overriding collision...
...of solid objects when it comes to the movement of the player.
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@ -868,17 +868,25 @@ Public Class OverworldCamera
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If Entity.EntityID.ToLower = "npc" Then
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If Entity.EntityID.ToLower = "npc" Then
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If Entity.ViewBox.Contains(PlayerBoundingBox) = ContainmentType.Intersects Then
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If Entity.ViewBox.Contains(PlayerBoundingBox) = ContainmentType.Intersects Then
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If Entity.Collision = True Then
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If Entity.Collision = True Then
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cannotWalk = Entity.WalkAgainstFunction()
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If Entity.WalkAgainstFunction() = True Then
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cannotWalk = True
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End If
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Else
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Else
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cannotWalk = Entity.WalkIntoFunction()
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If Entity.WalkIntoFunction() = True Then
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cannotWalk = True
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End If
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End If
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End If
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End If
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End If
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Else
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Else
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If Entity.boundingBox.Contains(Position2D) = ContainmentType.Contains Then
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If Entity.boundingBox.Contains(Position2D) = ContainmentType.Contains Then
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If Entity.Collision = True Then
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If Entity.Collision = True Then
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cannotWalk = Entity.WalkAgainstFunction()
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If Entity.WalkAgainstFunction() = True Then
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cannotWalk = True
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End If
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Else
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Else
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cannotWalk = Entity.WalkIntoFunction()
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If Entity.WalkIntoFunction() = True Then
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cannotWalk = True
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End If
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End If
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End If
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ElseIf Entity.boundingBox.Contains(New Vector3(Position2D.X, Position2D.Y - 1, Position2D.Z)) = ContainmentType.Contains Then
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ElseIf Entity.boundingBox.Contains(New Vector3(Position2D.X, Position2D.Y - 1, Position2D.Z)) = ContainmentType.Contains Then
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Entity.WalkOntoFunction()
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Entity.WalkOntoFunction()
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