Hi John,

As I said that's not really the problem. The game already has a check
similar to that in place. Most of the time it works. Its just when
Angela nears the edge of the platform the surface constants get set to
the wrong values causing it to screw up.

Cheers!


On 8/27/11, john <jpcarnemo...@comcast.net> wrote:
> Hmmm, sorry for the double post, but another way to handle this
> might be to check if the platform's timer was still running, i.e.
> the platform sound was still playing. If it was, all the surfaces
> between the start and end are platform, if not, they're droppoff.
> I don't really know c++, but the coe could look like:
> if (timer check)==true
> {
> if playposition>=(start of platform)&&playposition<=(end
> platform) surface=platform
> }
> else surface=dropoff.
>
> Just some thoughts, sorry for the extra traffic.
>
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