Quote:
Originally Posted by salesman
Era's movement system could use some serious optimization. Last I saw it there was a lot of redundancy in the onWall() checks which is probably what's causing the slowdown (srry i was 2 lazy 2 fix).
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No redundancy. Four calls. One for stuff directly in front of the player, one for non-blocking tiles a bit ahead of the player (to get out of walls if stuck), and these two repeated with my own function to check for tiletypes 9 and 10 as "walls" (which you can shoot through, but not walk through).