This commit is contained in:
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1da64afa81
commit
c7fe8c740b
70 changed files with 302 additions and 445 deletions
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@ -468,14 +468,14 @@ void CNpcAnemone2Enemy::render()
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spikePos.vy += result.vy;
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sFrameHdr *frameHdr;
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DVECTOR offset;
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int x,y;
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int scrnWidth = VidGetScrW();
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int scrnHeight = VidGetScrH();
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int spriteWidth = CGameScene::getSpriteBank()->getFrameWidth(FRM__SPIKE);
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int spriteHeight = CGameScene::getSpriteBank()->getFrameHeight(FRM__SPIKE);
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offset = CLevel::getCameraPos();
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DVECTOR const &offset = CLevel::getCameraPos();
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x = spikePos.vx - offset.vx;
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y = spikePos.vy - offset.vy;
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@ -161,7 +161,7 @@ void CNpcFlyingDutchmanEnemy::processMovement( int _frames )
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{
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CPlayer *player = GameScene.getPlayer();
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DVECTOR playerPos = player->getPos();
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DVECTOR const &playerPos = player->getPos();
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s32 minX, maxX;
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m_npcPath.getPathXExtents( &minX, &maxX );
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@ -131,7 +131,7 @@ void CNpcEnemy::processGenericGetUserDist( int _frames, s32 *distX, s32 *distY )
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CPlayer *player = GameScene.getPlayer();
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DVECTOR playerPos = player->getPos();
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DVECTOR const &playerPos = player->getPos();
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*distX = playerPos.vx - this->Pos.vx;
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*distY = playerPos.vy - this->Pos.vy;
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@ -374,7 +374,7 @@ void CNpcMotherJellyfishEnemy::processMovement( int _frames )
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{
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CPlayer *player = GameScene.getPlayer();
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DVECTOR playerPos = player->getPos();
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DVECTOR const &playerPos = player->getPos();
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Pos.vx = playerPos.vx + ( ( 70 * rcos( m_extension ) ) >> 12 );
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Pos.vy = playerPos.vy + ( ( 70 * rsin( m_extension ) ) >> 12 );
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@ -396,7 +396,7 @@ void CNpcMotherJellyfishEnemy::processMovement( int _frames )
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{
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Pos.vx += 8 * _frames;
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DVECTOR offset = CLevel::getCameraPos();
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DVECTOR const &offset = CLevel::getCameraPos();
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if ( Pos.vx - offset.vx > VidGetScrW() )
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{
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@ -849,15 +849,15 @@ void CNpcEnemy::processAttackCollision()
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void CNpcEnemy::drawAttackEffect()
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{
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CRECT rect;
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rect = getCollisionArea();
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CRECT const &rect = getCollisionArea();
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DVECTOR thwakPos;
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s32 xDist;
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CPlayer *player = GameScene.getPlayer();
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DVECTOR playerPos = player->getPos();
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DVECTOR const &playerPos = player->getPos();
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xDist = playerPos.vx - this->Pos.vx;
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@ -1320,7 +1320,7 @@ void CNpcEnemy::processShotDeathEnd( int _frames )
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m_speed++;
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}
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DVECTOR offset = CLevel::getCameraPos();
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DVECTOR const &offset = CLevel::getCameraPos();
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if ( Pos.vy - offset.vy > VidGetScrH() )
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{
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@ -1507,8 +1507,8 @@ int CNpcEnemy::canCollide()
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void CNpcEnemy::processEnemyCollision( CThing *thisThing )
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{
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DVECTOR otherPos = thisThing->getPos();
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DVECTOR otherDelta = thisThing->getPosDelta();
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DVECTOR const &otherPos = thisThing->getPos();
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DVECTOR otherDelta = thisThing->getPosDelta();
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s32 xDist = Pos.vx - otherPos.vx;
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s32 yDist = Pos.vy - otherPos.vy;
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@ -1572,8 +1572,8 @@ void CNpcEnemy::processEnemyCollision( CThing *thisThing )
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void CNpcEnemy::processUserCollision( CThing *thisThing )
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{
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DVECTOR otherPos = thisThing->getPos();
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DVECTOR otherDelta = thisThing->getPosDelta();
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DVECTOR const &otherPos = thisThing->getPos();
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DVECTOR const &otherDelta = thisThing->getPosDelta();
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s32 xDist = Pos.vx - otherPos.vx;
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s32 yDist = Pos.vy - otherPos.vy;
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@ -18,7 +18,7 @@
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcPath::isPointNear( DVECTOR testPos, s32 *xDist, s32 *yDist )
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bool CNpcPath::isPointNear( DVECTOR const &testPos, s32 *xDist, s32 *yDist )
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{
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s32 xDistSqr, yDistSqr;
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@ -268,14 +268,14 @@ void CNpcPath::reversePathDir()
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcPath::getDistToNextWaypoint( DVECTOR currentPos, s32 *distX, s32 *distY )
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bool CNpcPath::getDistToNextWaypoint( DVECTOR const ¤tPos, s32 *distX, s32 *distY )
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{
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return( isPointNear( currentPos, distX, distY ) );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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s32 CNpcPath::think( DVECTOR currentPos, bool *pathComplete, bool *waypointChange, s32 *distX, s32 *distY )
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s32 CNpcPath::think( DVECTOR const ¤tPos, bool *pathComplete, bool *waypointChange, s32 *distX, s32 *distY )
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{
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if ( !waypointPtr )
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{
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@ -305,7 +305,7 @@ s32 CNpcPath::think( DVECTOR currentPos, bool *pathComplete, bool *waypointChang
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcPath::thinkFlat( DVECTOR currentPos, bool *pathComplete, s32 *distX, s32 *distY, s32 *heading, u8 waypointDist )
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bool CNpcPath::thinkFlat( DVECTOR const ¤tPos, bool *pathComplete, s32 *distX, s32 *distY, s32 *heading, u8 waypointDist )
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{
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bool pointChange = false;
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@ -350,7 +350,7 @@ bool CNpcPath::thinkFlat( DVECTOR currentPos, bool *pathComplete, s32 *distX, s3
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcPath::thinkVertical( DVECTOR currentPos, bool *pathComplete, s32 *distX, s32 *distY, s32 *heading )
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bool CNpcPath::thinkVertical( DVECTOR const ¤tPos, bool *pathComplete, s32 *distX, s32 *distY, s32 *heading )
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{
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bool pointChange = false;
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@ -33,10 +33,10 @@ public:
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void decPath();
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void resetPath();
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void reversePathDir();
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s32 think( DVECTOR currentPos, bool *pathComplete, bool *waypointChange, s32 *distX, s32 *distY );
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bool thinkFlat( DVECTOR currentPos, bool *pathComplete, s32 *distX, s32 *distY, s32 *heading, u8 waypointDist = 10 );
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bool thinkVertical( DVECTOR currentPos, bool *pathComplete, s32 *distX, s32 *distY, s32 *heading );
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bool getDistToNextWaypoint( DVECTOR currentPos, s32 *distX, s32 *distY );
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s32 think( DVECTOR const ¤tPos, bool *pathComplete, bool *waypointChange, s32 *distX, s32 *distY );
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bool thinkFlat( DVECTOR const ¤tPos, bool *pathComplete, s32 *distX, s32 *distY, s32 *heading, u8 waypointDist = 10 );
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bool thinkVertical( DVECTOR const ¤tPos, bool *pathComplete, s32 *distX, s32 *distY, s32 *heading );
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bool getDistToNextWaypoint( DVECTOR const ¤tPos, s32 *distX, s32 *distY );
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void getPathXExtents( s32 *minExtent, s32 *maxExtent );
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void getPathYExtents( s32 *minExtent, s32 *maxExtent );
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u8 getWaypointCount() { return( waypointCount ); }
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@ -44,7 +44,7 @@ public:
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void setWaypointPtr( u16 *newPtr );
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void setPathExtents();
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u16 *getWaypointPtr() { return( waypointPtr ); }
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bool isPointNear( DVECTOR testPos, s32 *xDist, s32 *yDist );
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bool isPointNear( DVECTOR const &testPos, s32 *xDist, s32 *yDist );
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void getCurrentWaypointPos( DVECTOR *waypointPos );
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private:
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@ -158,7 +158,7 @@ void CNpcSharkManEnemy::processClose( int _frames )
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newPos.vy -= 50;
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CPlayer *player = GameScene.getPlayer();
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DVECTOR playerPos = player->getPos();
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DVECTOR const &playerPos = player->getPos();
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xDist = playerPos.vx - newPos.vx;
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yDist = playerPos.vy - newPos.vy;
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@ -55,7 +55,7 @@ void CNpcSmallJellyfishBackgroundEnemy::processMovement( int _frames )
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// change direction?
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DVECTOR renderPos;
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DVECTOR offset = CLevel::getCameraPos();
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DVECTOR const &offset = CLevel::getCameraPos();
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renderPos.vx = Pos.vx - offset.vx;
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renderPos.vy = Pos.vy - offset.vy;
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@ -175,7 +175,7 @@ void CNpcSmallJellyfishBackgroundEnemy::shutdown()
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void CNpcSmallJellyfishBackgroundEnemy::processUserCollision( CThing *thisThing )
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{
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DVECTOR otherPos = thisThing->getPos();
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DVECTOR const &otherPos = thisThing->getPos();
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DVECTOR otherDelta = thisThing->getPosDelta();
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s32 xDist = Pos.vx - otherPos.vx;
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@ -679,7 +679,7 @@ void CNpcSeaSnakeEnemy::updateTail( DVECTOR &oldPos, int _frames )
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for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
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{
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DVECTOR currentPos = m_segmentArray[segmentCount].getPos();
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DVECTOR const ¤tPos = m_segmentArray[segmentCount].getPos();
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s32 xDist = oldPos.vx - currentPos.vx;
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s32 yDist = oldPos.vy - currentPos.vy;
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@ -692,7 +692,7 @@ void CNpcSeaSnakeEnemy::updateTail( DVECTOR &oldPos, int _frames )
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if ( segmentCount < m_segmentCount - 1 )
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{
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DVECTOR nextPos = m_segmentArray[segmentCount + 1].getPos();
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DVECTOR const &nextPos = m_segmentArray[segmentCount + 1].getPos();
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xDist = currentPos.vx - nextPos.vx;
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yDist = currentPos.vy - nextPos.vy;
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headingFromNext = ratan2( yDist, xDist );
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@ -1000,23 +1000,22 @@ void CNpcSeaSnakeEnemy::render()
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int CNpcSeaSnakeEnemy::checkCollisionAgainst( CThing *_thisThing, int _frames )
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{
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DVECTOR pos,thisThingPos;
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// DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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pos=getCollisionCentre();
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thisThingPos=_thisThing->getCollisionCentre();
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DVECTOR const &pos=getCollisionCentre();
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DVECTOR const &thisThingPos=_thisThing->getCollisionCentre();
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radius=getCollisionRadius()+_thisThing->getCollisionRadius();
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collided=false;
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if(abs(pos.vx-thisThingPos.vx)<radius&&
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abs(pos.vy-thisThingPos.vy)<radius)
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{
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CRECT thisRect,thatRect;
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// CRECT thisRect,thatRect;
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thisRect=getCollisionArea();
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thatRect=_thisThing->getCollisionArea();
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CRECT const &thisRect=getCollisionArea();
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CRECT const &thatRect=_thisThing->getCollisionArea();
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if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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@ -1096,23 +1095,22 @@ void CNpcSeaSnakeSegment::render()
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int CNpcSeaSnakeSegment::checkCollisionAgainst( CThing *_thisThing, int _frames )
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{
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DVECTOR pos,thisThingPos;
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// DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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pos = getCollisionCentre();
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thisThingPos = _thisThing->getCollisionCentre();
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DVECTOR const &pos = getCollisionCentre();
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DVECTOR const &thisThingPos = _thisThing->getCollisionCentre();
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radius = getCollisionRadius() + _thisThing->getCollisionRadius();
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collided = false;
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if(abs(pos.vx-thisThingPos.vx)<radius&&
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abs(pos.vy-thisThingPos.vy)<radius)
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{
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CRECT thisRect,thatRect;
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// CRECT thisRect,thatRect;
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thisRect=getCollisionArea();
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thatRect=_thisThing->getCollisionArea();
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CRECT const &thisRect=getCollisionArea();
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CRECT const &thatRect=_thisThing->getCollisionArea();
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if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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@ -1144,7 +1142,7 @@ void CNpcSeaSnakeEnemy::processShot( int _frames )
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m_state = NPC_GENERIC_HIT_DEATH_END;
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DVECTOR offset = CLevel::getCameraPos();
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DVECTOR const &offset = CLevel::getCameraPos();
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if ( Pos.vy - offset.vy > VidGetScrH() )
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{
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@ -1196,7 +1194,7 @@ u8 CNpcSeaSnakeEnemy::isSnakeStopped()
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return( true );
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}
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DVECTOR tailPos = m_segmentArray[m_segmentCount - 1].getPos();
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DVECTOR const &tailPos = m_segmentArray[m_segmentCount - 1].getPos();
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if ( tailPos.vx == Pos.vx && tailPos.vy == Pos.vy )
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{
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@ -1210,7 +1208,7 @@ u8 CNpcSeaSnakeEnemy::isSnakeStopped()
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::moveEntireSnake( DVECTOR newPos )
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void CNpcSeaSnakeEnemy::moveEntireSnake( DVECTOR const &newPos )
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{
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Pos.vx = newPos.vx;
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Pos.vy = newPos.vy;
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void processEnemyCollision( CThing *thisThing );
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void setScale( u16 scale ) {m_scale = scale;}
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CNpcSeaSnakeSegment *m_nextSegment;
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void setPos( DVECTOR newPos ) {Pos = newPos;}
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DVECTOR getPos() {return( Pos );}
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void setPos( DVECTOR const &newPos ) {Pos = newPos;}
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DVECTOR const &getPos() {return( Pos );}
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void setHeading( s16 newHeading ) {m_heading = newHeading;}
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void updateCollisionArea();
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int checkCollisionAgainst(CThing *_thisThing, int _frames);
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void processUserCollision( CThing *thisThing );
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u8 processPathMove( int _frames, s32 *moveX, s32 *moveY, s32 *moveVel, s32 *moveDist );
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u8 isSnakeStopped();
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void moveEntireSnake( DVECTOR newPos );
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void moveEntireSnake( DVECTOR const &newPos );
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void addHealthMeter();
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void updateTail( DVECTOR &oldPos, int _frames );
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@ -277,7 +277,7 @@ void CNpcParasiticWormEnemy::processMovement( int _frames )
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for ( segmentCount = 0 ; segmentCount < NPC_PARASITIC_WORM_LENGTH ; segmentCount++ )
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{
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DVECTOR currentPos = m_segmentArray[segmentCount].getPos();
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DVECTOR const ¤tPos = m_segmentArray[segmentCount].getPos();
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s32 xDist = oldPos.vx - currentPos.vx;
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s32 yDist = oldPos.vy - currentPos.vy;
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@ -290,7 +290,7 @@ void CNpcParasiticWormEnemy::processMovement( int _frames )
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if ( segmentCount < NPC_PARASITIC_WORM_LENGTH - 1 )
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{
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DVECTOR nextPos = m_segmentArray[segmentCount + 1].getPos();
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DVECTOR const &nextPos = m_segmentArray[segmentCount + 1].getPos();
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xDist = currentPos.vx - nextPos.vx;
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yDist = currentPos.vy - nextPos.vy;
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headingFromNext = ratan2( yDist, xDist );
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@ -469,23 +469,22 @@ void CNpcParasiticWormEnemy::render()
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int CNpcParasiticWormEnemy::checkCollisionAgainst( CThing *_thisThing, int _frames )
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{
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DVECTOR pos,thisThingPos;
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// DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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pos=getCollisionCentre();
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thisThingPos=_thisThing->getCollisionCentre();
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DVECTOR const &pos=getCollisionCentre();
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DVECTOR const &thisThingPos=_thisThing->getCollisionCentre();
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radius=getCollisionRadius()+_thisThing->getCollisionRadius();
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collided=false;
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if(abs(pos.vx-thisThingPos.vx)<radius&&
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abs(pos.vy-thisThingPos.vy)<radius)
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{
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CRECT thisRect,thatRect;
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// CRECT thisRect,thatRect;
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thisRect=getCollisionArea();
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thatRect=_thisThing->getCollisionArea();
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CRECT const &thisRect=getCollisionArea();
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CRECT const &thatRect=_thisThing->getCollisionArea();
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if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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@ -565,23 +564,22 @@ void CNpcParasiticWormSegment::render()
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int CNpcParasiticWormSegment::checkCollisionAgainst( CThing *_thisThing, int _frames )
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{
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DVECTOR pos,thisThingPos;
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// DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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pos = getCollisionCentre();
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thisThingPos = _thisThing->getCollisionCentre();
|
||||
DVECTOR const &pos = getCollisionCentre();
|
||||
DVECTOR const &thisThingPos = _thisThing->getCollisionCentre();
|
||||
|
||||
radius = getCollisionRadius() + _thisThing->getCollisionRadius();
|
||||
collided = false;
|
||||
if(abs(pos.vx-thisThingPos.vx)<radius&&
|
||||
abs(pos.vy-thisThingPos.vy)<radius)
|
||||
{
|
||||
CRECT thisRect,thatRect;
|
||||
// CRECT thisRect,thatRect;
|
||||
|
||||
thisRect=getCollisionArea();
|
||||
|
||||
thatRect=_thisThing->getCollisionArea();
|
||||
CRECT const &thisRect=getCollisionArea();
|
||||
CRECT const &thatRect=_thisThing->getCollisionArea();
|
||||
|
||||
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
|
||||
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
|
||||
|
|
|
@ -23,8 +23,8 @@ public:
|
|||
void processEnemyCollision( CThing *thisThing );
|
||||
void setScale( u16 scale ) {m_scale = scale;}
|
||||
CNpcParasiticWormSegment *m_nextSegment;
|
||||
void setPos( DVECTOR newPos ) {Pos = newPos;}
|
||||
DVECTOR getPos() {return( Pos );}
|
||||
void setPos( DVECTOR const &newPos ) {Pos = newPos;}
|
||||
DVECTOR const &getPos() {return( Pos );}
|
||||
void setHeading( s16 newHeading ) {m_heading = newHeading;}
|
||||
void updateCollisionArea();
|
||||
int checkCollisionAgainst(CThing *_thisThing, int _frames);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue