Removed redundant parameter.
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e6b6bc58fc
commit
88270ad28c
6 changed files with 8 additions and 9 deletions
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@ -110,10 +110,9 @@ Body::doesCollide(Body& other) {
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* to manage collision events.
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*
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* @param other Reference to the other Physical in the collision.
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* @param category The Category of the other object (as passed in constructor).
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*/
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void
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Body::onCollide(Body& other, Category type) {
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Body::onCollide(Body& other) {
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}
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/**
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@ -68,7 +68,7 @@ public:
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sf::Vector2i getSize() const;
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virtual bool doesCollide(Body& other);
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virtual void onCollide(Body& other, Category category);
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virtual void onCollide(Body& other);
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// Public variables.
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public:
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@ -41,11 +41,11 @@ Bullet::Bullet(const sf::Vector2f& position, Body& shooter, float direction,
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* @copydoc Physical::onCollide
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*/
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void
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Bullet::onCollide(Body& other, Category type) {
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Bullet::onCollide(Body& other) {
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// Make sure we do not damage twice.
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if (!getDelete()) {
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// Call onShot on other, with damage as param.
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if (type == CATEGORY_ACTOR) {
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if (other.getCategory() == CATEGORY_ACTOR) {
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Character& a = dynamic_cast<Character&>(other);
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a.onDamage(mDamage);
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}
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@ -25,7 +25,7 @@ public:
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Bullet(const sf::Vector2f& position, Body& shooter, float direction,
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const Yaml& config);
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void onCollide(Body& other, Category category);
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void onCollide(Body& other);
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bool doesCollide(Body& other);
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// Private variables.
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@ -103,8 +103,8 @@ Player::onThink(float elapsedTime) {
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* Stop movement if we collide with anything except bullets.
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*/
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void
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Player::onCollide(Body& other, Category category) {
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if (category != CATEGORY_PARTICLE) {
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Player::onCollide(Body& other) {
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if (other.getCategory() != CATEGORY_PARTICLE) {
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setDestination(getPosition());
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}
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}
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@ -50,7 +50,7 @@ public:
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// Private functions.
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private:
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void onCollide(Body& other, Category category);
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void onCollide(Body& other);
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void onThink(float elapsedTime);
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// Private variables.
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