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shmup:: improved docs for monster struct
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shmup.cpp
31
shmup.cpp
@ -36,32 +36,29 @@ EX namespace shmup {
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#if HDR
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struct monster {
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eMonster type;
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cell *base;
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cell *torigin;
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// tortoises: origin
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// butterflies: last position
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transmatrix at;
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shiftmatrix pat;
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/** orientation for the product geometry */
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transmatrix ori;
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cell *base; ///< on which base cell this monster currently is
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cell *torigin; ///< tortoises: origin, butterflies: last position
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transmatrix at; ///< position relative to base
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shiftmatrix pat; ///< position relative to current projection center
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transmatrix ori; ///< orientation for the product geometry
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eMonster stk;
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bool dead;
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bool notpushed;
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bool inBoat;
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bool no_targetting;
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monster *parent; // who shot this missile
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int nextshot; // when will it be able to shot (players/flailers)
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int pid; // player ID
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int hitpoints; // hitpoints; or time elapsed in Asteroids
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monster *parent; ///< who shot this missile
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int nextshot; ///< when will it be able to shot (players/flailers)
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int pid; ///< player ID
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int hitpoints; ///< hitpoints; or time elapsed in Asteroids
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int stunoff;
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int blowoff;
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double swordangle; // sword angle wrt at
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double vel; // velocity, for flail balls
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double swordangle; ///< sword angle wrt at
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double vel; ///< velocity, for flail balls
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double footphase;
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bool isVirtual; // off the screen: gmatrix is unknown, and pat equals at
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hyperpoint inertia;// for frictionless lands
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bool isVirtual; ///< off the screen: gmatrix is unknown, and pat equals at
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hyperpoint inertia;///< for frictionless lands
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int refs; // +1 for every reference (parent, lists of active monsters)
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int refs; ///< +1 for every reference (parent, lists of active monsters)
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monster() {
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dead = false; inBoat = false; parent = NULL; nextshot = 0;
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