if (distance >= .5) {
checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
- int i;
- if (!Person::players[k]->occluded == 0)
+ int i = -1;
+ if (Person::players[k]->occluded != 0)
i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
- if (i == -1 || Person::players[k]->occluded == 0)
+ if (i == -1)
i = checkcollide(viewer, checkpoint);
if (i != -1) {
Person::players[k]->occluded += 1;
if (distance >= .5) {
checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
- int i;
- if (!Person::players[k]->occluded == 0)
+ int i = -1;
+ if (Person::players[k]->occluded != 0)
i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
- if (i == -1 || Person::players[k]->occluded == 0)
+ if (i == -1)
i = checkcollide(viewer, checkpoint);
if (i != -1) {
Person::players[k]->occluded += 1;