mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2025-01-03 15:39:46 +01:00
Retype dr
to be int instead of float
This variable passes along the rule of the entity, which is an int. No idea why it was converted to a float. Thankfully this is only used for an unused block type, so it doesn't really matter.
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2 changed files with 6 additions and 6 deletions
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@ -4114,7 +4114,7 @@ bool entityclass::checkplatform(const SDL_Rect& temprect, int* px, int* py)
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return false;
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return false;
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}
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}
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bool entityclass::checkblocks(const SDL_Rect& temprect, const float dx, const float dy, const float dr, const bool skipdirblocks)
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bool entityclass::checkblocks(const SDL_Rect& temprect, const float dx, const float dy, const int dr, const bool skipdirblocks)
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{
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{
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for (size_t i = 0; i < blocks.size(); i++)
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for (size_t i = 0; i < blocks.size(); i++)
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{
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{
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@ -4137,7 +4137,7 @@ bool entityclass::checkblocks(const SDL_Rect& temprect, const float dx, const fl
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return false;
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return false;
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}
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}
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bool entityclass::checkwall(const bool invincible, const SDL_Rect& temprect, const float dx, const float dy, const float dr, const bool skipblocks, const bool skipdirblocks)
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bool entityclass::checkwall(const bool invincible, const SDL_Rect& temprect, const float dx, const float dy, const int dr, const bool skipblocks, const bool skipdirblocks)
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{
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{
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//Returns true if entity setup in temprect collides with a wall
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//Returns true if entity setup in temprect collides with a wall
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if(skipblocks)
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if(skipblocks)
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@ -4445,7 +4445,7 @@ bool entityclass::testwallsx( int t, int tx, int ty, const bool skipdirblocks )
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float dx = 0;
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float dx = 0;
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float dy = 0;
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float dy = 0;
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if (entities[t].rule == 0) dx = entities[t].vx;
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if (entities[t].rule == 0) dx = entities[t].vx;
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float dr = entities[t].rule;
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int dr = entities[t].rule;
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const bool invincible = map.invincibility && entities[t].ishumanoid();
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const bool invincible = map.invincibility && entities[t].ishumanoid();
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@ -4492,7 +4492,7 @@ bool entityclass::testwallsy( int t, float tx, float ty )
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float dx = 0;
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float dx = 0;
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float dy = 0;
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float dy = 0;
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if (entities[t].rule == 0) dy = entities[t].vy;
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if (entities[t].rule == 0) dy = entities[t].vy;
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float dr = entities[t].rule;
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int dr = entities[t].rule;
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const bool invincible = map.invincibility && entities[t].ishumanoid();
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const bool invincible = map.invincibility && entities[t].ishumanoid();
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@ -125,11 +125,11 @@ public:
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bool checkplatform(const SDL_Rect& temprect, int* px, int* py);
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bool checkplatform(const SDL_Rect& temprect, int* px, int* py);
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bool checkblocks(const SDL_Rect& temprect, float dx, float dy, float dr, bool skipdirblocks);
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bool checkblocks(const SDL_Rect& temprect, float dx, float dy, int dr, bool skipdirblocks);
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bool checktowerspikes(int t);
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bool checktowerspikes(int t);
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bool checkwall(bool invincible, const SDL_Rect& temprect, float dx, float dy, float dr, bool skipblocks, bool skipdirblocks);
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bool checkwall(bool invincible, const SDL_Rect& temprect, float dx, float dy, int dr, bool skipblocks, bool skipdirblocks);
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bool checkwall(bool invincible, const SDL_Rect& temprect);
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bool checkwall(bool invincible, const SDL_Rect& temprect);
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float hplatformat(int px, int py);
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float hplatformat(int px, int py);
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