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@ -409,7 +409,7 @@ LauncherTarget missile_launcher_target(GameState *gs, Entity *launcher)
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void destroy_constraints(cpBody *body, cpConstraint *constraint, void *data)
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void destroy_constraints(cpBody *body, cpConstraint *constraint, void *data)
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{
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{
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((Entity*)cpConstraintGetUserData(constraint))->landed_constraint = NULL;
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((Entity *)cpConstraintGetUserData(constraint))->landed_constraint = NULL;
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cpSpaceRemoveConstraint(cpBodyGetSpace(body), constraint);
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cpSpaceRemoveConstraint(cpBodyGetSpace(body), constraint);
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cpConstraintFree(constraint);
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cpConstraintFree(constraint);
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}
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}
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@ -463,7 +463,7 @@ void entity_memory_free(GameState *gs, Entity *e)
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if (e->body != NULL)
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if (e->body != NULL)
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{
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{
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// need to do this here because body which constraint is attached to can be destroyed
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// need to do this here because body which constraint is attached to can be destroyed
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// NOT TRUE: can't do this here because the handle to the constraint cannot be set to NULL. Constraints are freed by the entities that own them
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// NOT TRUE: can't do this here because the handle to the constraint cannot be set to NULL. Constraints are freed by the entities that own them
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cpBodyEachConstraint(e->body, destroy_constraints, NULL);
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cpBodyEachConstraint(e->body, destroy_constraints, NULL);
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cpBodyEachShape(e->body, destroy_child_shape, (void *)gs);
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cpBodyEachShape(e->body, destroy_child_shape, (void *)gs);
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cpSpaceRemoveBody(gs->space, e->body);
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cpSpaceRemoveBody(gs->space, e->body);
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@ -534,7 +534,7 @@ void create_body(GameState *gs, Entity *e)
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}
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}
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// must always call this after creating a constraint
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// must always call this after creating a constraint
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void on_create_constraint(Entity *e, cpConstraint* c)
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void on_create_constraint(Entity *e, cpConstraint *c)
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{
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{
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cpConstraintSetUserData(c, (cpDataPointer)e);
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cpConstraintSetUserData(c, (cpDataPointer)e);
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}
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}
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@ -2729,7 +2729,7 @@ void process(struct GameState *gs, double dt)
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#if 1
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#if 1
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cpVect world_hand_pos = get_world_hand_pos(gs, &player->input, p);
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cpVect world_hand_pos = get_world_hand_pos(gs, &player->input, p);
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if(player->input.interact_action)
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if (player->input.interact_action)
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{
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{
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player->input.interact_action = false;
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player->input.interact_action = false;
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cpPointQueryInfo query_info = {0};
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cpPointQueryInfo query_info = {0};
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@ -2945,6 +2945,7 @@ void process(struct GameState *gs, double dt)
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PROFILE_SCOPE("process entities")
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PROFILE_SCOPE("process entities")
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{
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{
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ENTITIES_ITER(gs, e)
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ENTITIES_ITER(gs, e)
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if (!e->flag_for_destruction)
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{
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{
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if (e->body != NULL && cpvlengthsq((entity_pos(e))) > (INSTANT_DEATH_DISTANCE_FROM_CENTER * INSTANT_DEATH_DISTANCE_FROM_CENTER))
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if (e->body != NULL && cpvlengthsq((entity_pos(e))) > (INSTANT_DEATH_DISTANCE_FROM_CENTER * INSTANT_DEATH_DISTANCE_FROM_CENTER))
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{
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{
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