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# = effective coordinate of lix. This is inside the foot, 2 hi-res pixels above the floor.
X = pixel that we remove, we cancel if steel is here
N = pixel that we remove, we are immune to steel here
The miner mask in 0.6.x has no immunity pixels.
I'm considering the mask in the spoiler tag for 0.7.x. The immunity pixels have only an effect on the very first swing, even though they're part of every swing. Reason: Steel doesn't move. On subsequent swings, the immunity pixels were fully covered by non-immunity pixels in the previous swing.
C++ Lix didn't have full immunity in the top half of the first swing. The first swing was always carried out entirely, even if we hit steel. If we hit steel, we would cancel after the entire first swing instead of mid-stroke. According to my calculations, Proxima's replay should generate the same strange sight in C++ Lix.
-- Simon
I am in favor of introducing even a bit more of steel immunity for miners. Something like the two outermost hi-res pixel layers of the upper half.
Contrary to the situation of bashers and diggers, miner tunnels are far harder to estimate and thus one might easily misplace miners a little bit. So being not too strict with steel checks means less frustration for players. A good test level for this is NepsterLix (http://www.lemmingsforums.net/index.php?topic=2792.0), rank 1, level 11 "Underground Labyrinth".
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# = effective coordinate of lix. This is inside the foot, 2 hi-res pixels above the floor.
X = pixel that we remove, we cancel if steel is here
N = pixel that we remove, we are immune to steel here