#include "object/sprite_particle.hpp"
#include "scripting/squirrel_util.hpp"
#include "supertux/game_session.hpp"
-#include "supertux/main.hpp"
+#include "supertux/globals.hpp"
#include "supertux/sector.hpp"
#include "supertux/tile.hpp"
#include "trigger/climbable.hpp"
if (name.empty())
return;
- Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
+ scripting::expose_object(vm, table_idx, dynamic_cast<scripting::Player *>(this), name, false);
}
void
if (name.empty())
return;
- Scripting::unexpose_object(vm, table_idx, name);
+ scripting::unexpose_object(vm, table_idx, name);
}
float
if(hit.left || hit.right) {
try_grab(); //grab objects right now, in update it will be too late
}
-#ifdef DEBUG
assert(dynamic_cast<MovingObject*> (&other) != NULL);
-#endif
MovingObject* moving_object = static_cast<MovingObject*> (&other);
if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
physic.set_velocity_y(-300);
}
-//Scripting Functions Below
+//scripting Functions Below
void
Player::deactivate()