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Searched refs:brick_left (Results 1 – 3 of 3) sorted by relevance

/dports/games/opensonic/opensnc-src-0.1.4/src/entities/
H A Dplayer.c421 brick_t *brick_up, *brick_down, *brick_right, *brick_left; in player_platform_movement() local
598 if(brick_left) { in player_platform_movement()
599 …if(brick_left->brick_ref->angle % 90 == 0 && (act->speed.x < -EPSILON || left.x < brick_left->x+br… in player_platform_movement()
602 … act->position.x = (brick_left->x+brick_left->brick_ref->image->w) + (feet.x-left.x); in player_platform_movement()
1293 …if((brick_left && brick_left->brick_ref->angle%90==0) || (brick_right && brick_right->brick_ref->a… in player_platform_movement()
1313 if(brick_left && !brick_right) act->mirror |= IF_HFLIP; in player_platform_movement()
1323 if(brick_left || brick_right) { in player_platform_movement()
2106 if(brick_left && brick_right && brick_left != brick_right) { in got_crushed()
2107 …if(brick_left->brick_ref->behavior == BRB_CIRCULAR && brick_left->brick_ref->property == BRK_OBSTA… in got_crushed()
2108 t = brick_left->value[0]; in got_crushed()
[all …]
H A Dactor.h92 …k_downright, brick_t **brick_down, brick_t **brick_downleft, brick_t **brick_left, brick_t **brick…
94 …_collision(actor_t *act, v2d_t feet, v2d_t left, v2d_t right, brick_t *brick_left, brick_t *brick_…
H A Dactor.c582 …pright, *brick_right, *brick_downright, *brick_down, *brick_downleft, *brick_left, *brick_upleft; … in actor_platform_movement() local
586 …upright, &brick_right, &brick_downright, &brick_down, &brick_downleft, &brick_left, &brick_upleft); in actor_platform_movement()
589 …upright, &brick_right, &brick_downright, &brick_down, &brick_downleft, &brick_left, &brick_upleft); in actor_platform_movement()
597 actor_handle_wall_collision(act, feet, left, right, brick_left, brick_right); in actor_platform_movement()
802 …k_downright, brick_t **brick_down, brick_t **brick_downleft, brick_t **brick_left, brick_t **brick… in actor_handle_collision_detectors() argument
806 …brick_upright, brick_right, brick_downright, brick_down, brick_downleft, brick_left, brick_upleft); in actor_handle_collision_detectors()
842 …_collision(actor_t *act, v2d_t feet, v2d_t left, v2d_t right, brick_t *brick_left, brick_t *brick_… in actor_handle_wall_collision() argument
853 if(brick_left) { in actor_handle_wall_collision()
854 …if(brick_left->brick_ref->angle % 90 == 0 && (act->speed.x < -EPSILON || left.x < brick_left->x+br… in actor_handle_wall_collision()
856 act->position.x = (brick_left->x+brick_left->brick_ref->image->w) + (feet.x-left.x); in actor_handle_wall_collision()