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