[Fix] Silly hostility bug.

This commit is contained in:
Allanis 2013-02-10 04:20:27 +00:00
parent f6f1677614
commit f107574b38
3 changed files with 5 additions and 4 deletions

View File

@ -6,6 +6,8 @@
#include "faction.h"
#include "ship.h"
#define PLAYER_ID 0
// Aproximation for pilot size.
#define PILOT_SIZE_APROX 0.8
#define PILOT_DISABLED 0.2 // Based on armor percentage.

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@ -2,8 +2,6 @@
#include <SDL.h>
#include "pilot.h"
#define PLAYER_ID 0
extern Pilot* pilot;
typedef enum { KEYBIND_NULL, KEYBIND_KEYBOARD, KEYBIND_JAXIS, KEYBIND_JBUTTON } KeybindType;

View File

@ -128,11 +128,12 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
CollideSprite(w->outfit->gfx_space, wsx, wsy, &w->solid->pos,
pilot_stack[i]->ship->gfx_space, psx, psy, &pilot_stack[i]->solid->pos)) {
if(i != 0) {
if(i != PLAYER_ID)
// Inform the ai it has been attacked. Useless if we are player.
ai_attacked(pilot_stack[i], w->parent);
if(w->parent == PLAYER_ID) // Make hostile to player.
pilot_setFlag(pilot_stack[i], PILOT_HOSTILE);
}
// Inform the ship that it should take some damage.
pilot_hit(pilot_stack[i], w->outfit->damage_shield, w->outfit->damage_armor);
// No need for the weapon particle anymore.