Follow-up Comment #1, bug #6939 (project wormux):
I cannot try this code now, just for information.
Replace in IsInVacuumXY(const Point2i &position) the FOR_EACH_OBJECT section
with :
...
if (m_collides_with_objects)
{
FOR_EACH_OBJECT(object) {
if (object -> ptr == this) continue;
// Hack to avoid the current character stuck with a dynamite (see bug
#6939)
if (typeid(*(object->ptr)) == typeid(Character)) {
tmp = (Character *)object->ptr;
if (tmp == &ActiveCharacter()) continue;
}
if ( object->ptr->GetTestRect().Intersect( rect ) ) {
m_last_colliding_object = object->ptr;
return false;
}
}
}
...
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