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-rw-r--r--src/game/collision.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/game/collision.cpp b/src/game/collision.cpp
index 4ffd7b9d..43df0be6 100644
--- a/src/game/collision.cpp
+++ b/src/game/collision.cpp
@@ -51,30 +51,30 @@ void CCollision::Init(class CLayers *pLayers)
 	}
 }
 
-int CCollision::GetTile(int x, int y)
+int CCollision::GetTile(int X, int Y)
 {
-	int nx = clamp(x/32, 0, m_Width-1);
-	int ny = clamp(y/32, 0, m_Height-1);
+	int Nx = clamp(X/32, 0, m_Width-1);
+	int Ny = clamp(Y/32, 0, m_Height-1);
 	
-	return m_pTiles[ny*m_Width+nx].m_Index > 128 ? 0 : m_pTiles[ny*m_Width+nx].m_Index;
+	return m_pTiles[Ny*m_Width+Nx].m_Index > 128 ? 0 : m_pTiles[Ny*m_Width+Nx].m_Index;
 }
 
-bool CCollision::IsTileSolid(int x, int y)
+bool CCollision::IsTileSolid(int X, int Y)
 {
-	return GetTile(x,y)&COLFLAG_SOLID;
+	return GetTile(X, Y)&COLFLAG_SOLID;
 }
 
 // TODO: rewrite this smarter!
 int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision)
 {
-	float d = distance(Pos0, Pos1);
-	int End(d+1);
+	float D = distance(Pos0, Pos1);
+	int End(D+1);
 	vec2 Last = Pos0;
 	
 	for(int i = 0; i < End; i++)
 	{
-		float a = i/d;
-		vec2 Pos = mix(Pos0, Pos1, a);
+		float A = i/D;
+		vec2 Pos = mix(Pos0, Pos1, A);
 		if(CheckPoint(Pos.x, Pos.y))
 		{
 			if(pOutCollision)