blankart/src/k_collide.h
GenericHeroGuy 9ddeabc55b Fixup bubble shield reflections
* Reflecting now sends the object directly away from the player, instead of
  flipping their momentum. May or may not help some awkward interactions
* Fixed collisions in general by making the bubble shield run collision
  checks after moving
* Various items now get flung into the air like they're supposed to
* Eggboxes no longer noclip through bubble shields
* Made the debris landing sound less obnoxiously loud
2025-10-12 22:10:59 +02:00

33 lines
984 B
C

#ifndef __K_COLLIDE__
#define __K_COLLIDE__
#include "doomtype.h"
#include "p_mobj.h"
#ifdef __cplusplus
extern "C" {
#endif
angle_t K_GetCollideAngle(mobj_t *t1, mobj_t *t2);
boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2);
boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2);
boolean K_EggItemCollide(mobj_t *t1, mobj_t *t2);
boolean K_MineCollide(mobj_t *t1, mobj_t *t2);
boolean K_MineExplosionCollide(mobj_t *t1, mobj_t *t2);
boolean K_LandMineCollide(mobj_t *t1, mobj_t *t2);
void K_ThunderShieldAttack(mobj_t *actor, fixed_t size);
boolean K_BubbleShieldReflect(mobj_t *t1, mobj_t *t2);
boolean K_BubbleShieldCanReflect(mobj_t *t1, mobj_t *t2);
boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2);
boolean K_KitchenSinkCollide(mobj_t *t1, mobj_t *t2);
boolean K_FallingRockCollide(mobj_t *t1, mobj_t *t2);
boolean K_SMKIceBlockCollide(mobj_t *t1, mobj_t *t2);
boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2);
#ifdef __cplusplus
} // extern "C"
#endif
#endif