}
void collision_tilemap(collision::Constraints* constraints,
- const Vector& movement, const Rectf& dest) const;
+ const Vector& movement, const Rectf& dest,
+ MovingObject &object) const;
/**
* Checks if the specified rectangle is free of (solid) tiles.
* (because of ABORT_MOVE in the collision response or no collisions)
*/
void collision_static(collision::Constraints* constraints,
- const Vector& movement, const Rectf& dest, GameObject& object);
+ const Vector& movement, const Rectf& dest, MovingObject& object);
void collision_static_constrains(MovingObject& object);