From 15bb9c84ae8102a5e3619e24ef03d0b3cb5a885a Mon Sep 17 00:00:00 2001 From: En Yi Date: Sat, 11 Nov 2023 11:56:08 +0800 Subject: [PATCH] Remove unused prev_pos in box edge checking --- engine/collisions.c | 2 +- engine/collisions.h | 2 +- scenes/game_systems.c | 6 +++--- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/engine/collisions.c b/engine/collisions.c index a89edf7..0e05256 100644 --- a/engine/collisions.c +++ b/engine/collisions.c @@ -196,7 +196,7 @@ bool check_on_ground(Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbo uint8_t check_bbox_edges( TileGrid_t* tilemap, - Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox, + Entity_t* p_ent, Vector2 pos, Vector2 bbox, bool ignore_fragile ) { diff --git a/engine/collisions.h b/engine/collisions.h index 47acf80..ca4368e 100644 --- a/engine/collisions.h +++ b/engine/collisions.h @@ -61,5 +61,5 @@ uint8_t check_collision(const CollideEntity_t* ent, TileGrid_t* grid, bool check uint8_t check_collision_line(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway); uint8_t check_collision_offset(Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 offset); bool check_on_ground(Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz, TileGrid_t* grid); -uint8_t check_bbox_edges(TileGrid_t* tilemap, Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox, bool ignore_fragile); +uint8_t check_bbox_edges(TileGrid_t* tilemap, Entity_t* p_ent, Vector2 pos, Vector2 bbox, bool ignore_fragile); #endif // __COLLISION_FUNCS_H diff --git a/scenes/game_systems.c b/scenes/game_systems.c index b442ecc..8336df3 100644 --- a/scenes/game_systems.c +++ b/scenes/game_systems.c @@ -581,7 +581,7 @@ void player_crushing_system(Scene_t* scene) uint8_t edges = check_bbox_edges( &data->tilemap, p_player, - p_ctransform->position, p_ctransform->prev_position, p_bbox->size, true + p_ctransform->position, p_bbox->size, true ); // There is a second check for to ensure that there is an solid entity/tile overlapping the player bbox @@ -815,7 +815,7 @@ void edge_velocity_check_system(Scene_t* scene) // Post movement edge check to zero out velocity uint8_t edges = check_bbox_edges( &data->tilemap, p_ent, - p_ctransform->position, p_ctransform->prev_position, p_bbox->size, false + p_ctransform->position, p_bbox->size, false ); if (edges & (1<<3)) { @@ -961,7 +961,7 @@ void global_external_forces_system(Scene_t* scene) // Zero out acceleration for contacts with sturdy entites and tiles uint8_t edges = check_bbox_edges( &data->tilemap, p_ent, - p_ctransform->position, p_ctransform->prev_position, p_bbox->size, false + p_ctransform->position, p_bbox->size, false ); if (edges & (1<<3)) {