}
void
-GoldBomb::ungrab(MovingObject& object, Direction dir)
+GoldBomb::ungrab(MovingObject& object, Direction dir_)
{
int toss_velocity_x = 0;
int toss_velocity_y = 0;
Player* player = dynamic_cast<Player*> (&object);
// toss upwards
- if(dir == UP)
+ if(dir_ == UP)
toss_velocity_y += -500;
// toss to the side when moving sideways
- if(player && player->physic.get_velocity_x()*(dir == LEFT ? -1 : 1) > 1) {
- toss_velocity_x += (dir == LEFT) ? -200 : 200;
+ if(player && player->physic.get_velocity_x()*(dir_ == LEFT ? -1 : 1) > 1) {
+ toss_velocity_x += (dir_ == LEFT) ? -200 : 200;
toss_velocity_y = (toss_velocity_y < -200) ? toss_velocity_y : -200;
// toss farther when running
- if(player && player->physic.get_velocity_x()*(dir == LEFT ? -1 : 1) > 200)
- toss_velocity_x += player->physic.get_velocity_x()-(190*(dir == LEFT ? -1 : 1));
+ if(player && player->physic.get_velocity_x()*(dir_ == LEFT ? -1 : 1) > 200)
+ toss_velocity_x += player->physic.get_velocity_x()-(190*(dir_ == LEFT ? -1 : 1));
}
log_warning << toss_velocity_x << toss_velocity_y << std::endl;////
- //set_pos(object.get_pos() + Vector((dir == LEFT ? -33 : 33), get_bbox().get_height()*0.66666 - 32));
+ //set_pos(object.get_pos() + Vector((dir_ == LEFT ? -33 : 33), get_bbox().get_height()*0.66666 - 32));
physic.set_velocity(toss_velocity_x, toss_velocity_y);
set_colgroup_active(COLGROUP_MOVING);
grabbed = false;