bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
case (or not). */
void handle_collisions();
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
case (or not). */
void handle_collisions();
/**
* Does collision detection between 2 objects and does instant
* collision response handling in case of a collision
/**
* Does collision detection between 2 objects and does instant
* collision response handling in case of a collision
const Vector& movement, const Rect& dest, GameObject& object);
void collision_static_constrains(MovingObject& object);
const Vector& movement, const Rect& dest, GameObject& object);
void collision_static_constrains(MovingObject& object);
/// container for newly created objects, they'll be added in Sector::update
GameObjects gameobjects_new;
/// container for newly created objects, they'll be added in Sector::update
GameObjects gameobjects_new;
/// show collision rectangles of moving objects (for debugging)
static bool show_collrects;
static bool draw_solids_only;
/// show collision rectangles of moving objects (for debugging)
static bool show_collrects;
static bool draw_solids_only;