all entity arrays are now two-dimensional (with map index so entities won't be rendered on any map anymore)
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@@ -85,9 +85,9 @@ public class Entity {
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collisionOn = false;
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panel.collisionH.checkTile(this);
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panel.collisionH.checkObject(this, false);
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panel.collisionH.checkEntity(this, panel.npc);
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panel.collisionH.checkEntity(this, panel.monster);
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panel.collisionH.checkEntity(this, panel.iTile);
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panel.collisionH.checkEntity(this, panel.npc[panel.currentMap.getIndex()]);
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panel.collisionH.checkEntity(this, panel.monster[panel.currentMap.getIndex()]);
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panel.collisionH.checkEntity(this, panel.iTile[panel.currentMap.getIndex()]);
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boolean contactPlayer = panel.collisionH.checkPlayer(this);
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if(this.type == EntityType.MONSTER && contactPlayer) damagePlayer(attack);
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@@ -205,11 +205,11 @@ public class Entity {
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}
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public void dropItem(Entity droppedItem) {
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for(int i = 0; i < panel.obj.length; i++) {
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if(panel.obj[i] == null) {
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panel.obj[i] = droppedItem;
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panel.obj[i].worldX = worldX;
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panel.obj[i].worldY = worldY;
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for(int i = 0; i < panel.obj[panel.currentMap.getIndex()].length; i++) {
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if(panel.obj[panel.currentMap.getIndex()][i] == null) {
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panel.obj[panel.currentMap.getIndex()][i] = droppedItem;
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panel.obj[panel.currentMap.getIndex()][i].worldX = worldX;
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panel.obj[panel.currentMap.getIndex()][i].worldY = worldY;
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break;
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}
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}
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