internal override void collisionCheck(List<Entity> a_collisionList)
{
m_collidedWithVent = false;
m_collidedWithWall = false;
m_ladderDirection = 0;
if (!m_chase)
{
setIsInLight(false);
}
setInteractionVisibility(false);
if (a_collisionList.Count != 0)
{
base.collisionCheck(a_collisionList);
}
if (m_ladderDirection != Direction.None && m_collidedWithWall)
{
m_speed.X = 0;
if (m_currentState == State.Walking)
{
m_position.plusYWith(-1);
}
m_currentState = State.Climbing;
if (m_speed.Y < -Player.CLIMBINGSPEED || m_speed.Y > Player.CLIMBINGSPEED)
m_speed.Y = 0;
if (m_ladderDirection == Direction.Left)
{
m_facingRight = false;
m_imgOffsetX = 7;
}
else
{
m_facingRight = true;
m_imgOffsetX = -7;
}
}
}