BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
+ /* Badguys don't let badguys squish other badguys. It's bad. */
+#if 0
// hit from above?
if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
if(collision_squished(*badguy)) {
return ABORT_MOVE;
}
}
+#endif
return collision_badguy(*badguy, hit);
}
// hit from above?
if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
if(collision_squished(*player)) {
- return ABORT_MOVE;
+ return FORCE_MOVE;
}
}
float y2 = bbox.p2.y + 1 + height;
if (dir == LEFT) {
x1 = bbox.p1.x - 1;
- x2 = bbox.p1.x - 1;
+ x2 = bbox.p1.x;
} else {
- x1 = bbox.p2.x + 1;
+ x1 = bbox.p2.x;
x2 = bbox.p2.x + 1;
}
return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
Player*
BadGuy::get_nearest_player()
{
- // FIXME: does not really return nearest player
-
- std::vector<Player*> players = Sector::current()->get_players();
- for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
- Player* player = *playerIter;
- if (player->is_dying() || player->is_dead()) continue;
- return player;
- }
-
- return 0;
+ return Sector::current()->get_nearest_player (this->get_bbox ());
}
void