// utility functions
// TODO: this is slightly incorrect
-inline float roughDirection(XYZ vec)
+float roughDirection(XYZ vec)
{
Normalise(&vec);
float angle = -asin(-vec.x) * 180 / M_PI;
angle = 180 - angle;
return angle;
}
-inline float roughDirectionTo(XYZ start, XYZ end)
+float roughDirectionTo(XYZ start, XYZ end)
{
return roughDirection(end - start);
}
Normalise(&vec);
return -asin(vec.y) * 180 / M_PI;
}
-inline float pitchTo(XYZ start, XYZ end)
+float pitchTo(XYZ start, XYZ end)
{
return pitchOf(end - start);
}
-inline float sq(float n)
+float sq(float n)
{
return n * n;
}
whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
if (Object::objects[i]->friction > .5)
if (whichhit != -1) {
- if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+ if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
Person::players[k]->collided = 1;
if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
}
if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
- if (Person::players[0]->dead && changedelay <= 0) {
+ if (Person::players[0]->dead) {
changedelay = 1;
targetlevel = whichlevel;
}