From 1b2703aaba9ef21b8fca7c12b299fcd0fd4b9251 Mon Sep 17 00:00:00 2001 From: GreYFoXGTi Date: Sat, 12 Feb 2011 12:40:36 +0200 Subject: Refactoring & fixed WEAPONSPEC_GUN in content.py --- src/game/collision.cpp | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'src/game/collision.cpp') 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) -- cgit 1.4.1