Revision 214
fixed part of the problem with the bullet
proj.c | ||
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109 | 109 |
#endif |
110 | 110 |
|
111 | 111 |
#ifdef TELMO |
112 |
ent_set_scale(1.0); |
|
112 |
ent_set_scale(10.0);
|
|
113 | 113 |
|
114 | 114 |
gunner_t *shooter1 = gunner_ctor(bsp_shooter, bsp_pistol); if(shooter1 == NULL) printf("Failed to get shooter1\n"); |
115 | 115 |
gunner_set_pos(shooter1, 0, 0); |
116 |
ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0, |
|
117 |
gunner_get_y(shooter1)-ent_get_YLength()/2.0); |
|
118 | 116 |
|
119 | 117 |
gunner_t *shooter2 = gunner_ctor(bsp_shooter, bsp_nothing); |
120 | 118 |
gunner_set_pos(shooter2, -50, -50); |
... | ... | |
122 | 120 |
bullet_t *bullet = bullet_ctor(get_bullet()); |
123 | 121 |
bullet_set_pos(bullet, 400, 400); |
124 | 122 |
|
123 |
ent_set_origin(bullet_get_x(bullet)-ent_get_XLength()/2.0, |
|
124 |
bullet_get_y(bullet)-ent_get_YLength()/2.0); |
|
125 |
|
|
125 | 126 |
graph_clear_screen(); |
126 | 127 |
gunner_draw(shooter1); |
127 | 128 |
sprite_draw(sp_crosshair); |
... | ... | |
161 | 162 |
if (no_interrupts % refresh_count_value == 0) { |
162 | 163 |
update_movement(shooter1); |
163 | 164 |
update_scale(); |
164 |
ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0, |
|
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gunner_get_y(shooter1)-ent_get_YLength()/2.0); |
|
166 | 165 |
|
166 |
ent_set_origin(bullet_get_x(bullet)-ent_get_XLength()/2.0, |
|
167 |
bullet_get_y(bullet)-ent_get_YLength()/2.0); |
|
168 |
|
|
167 | 169 |
sprite_set_pos(sp_crosshair, get_mouse_X(), get_mouse_Y()); |
168 | 170 |
double angle = get_mouse_angle(shooter1); |
169 | 171 |
gunner_set_angle(shooter1, angle - M_PI_2); |
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