diff --git a/src/game/collision.cpp b/src/game/collision.cpp index ec67c84ee..ea2dec54b 100644 --- a/src/game/collision.cpp +++ b/src/game/collision.cpp @@ -293,7 +293,7 @@ int CCollision::IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 return 0; } -int CCollision::IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) +int CCollision::IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) { float d = distance(Pos0, Pos1); vec2 Last = Pos0; diff --git a/src/game/collision.h b/src/game/collision.h index 6fbbf986d..e4dac1807 100644 --- a/src/game/collision.h +++ b/src/game/collision.h @@ -29,6 +29,7 @@ public: int GetHeight() { return m_Height; }; int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough); int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision); + int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision); int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision); void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *Bpounces); void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);