CDiveSuit::CDiveSuit(CMap *pmap, const Uint16 foeID, Uint32 x, Uint32 y, const int sprVar) : CGalaxySpriteObject(pmap, foeID, x, y, sprVar), taken(false) { sprite = 306; calcBoundingBoxes(); alignToTile(); }
CButler::CButler(CMap *pmap, Uint32 x, Uint32 y) : CVorticonSpriteObject(pmap, x, y, OBJ_BUTLER), timer(0), animtimer(0), frame(0) { state = BUTLER_FALL; xDirection = CENTER; animtimer = 0; canbezapped = true; // will stop bullets but are not harmed mInvincible = true; inhibitfall = false; sprite = BUTLER_WALK_LEFT_FRAME; alignToTile(); }
void CGalaxySpriteObject::setupGalaxyObjectOnMap(const size_t ActionBaseOffset, const size_t ActionNumber ) { m_ActionBaseOffset = ActionBaseOffset; m_climbing = false; m_jumped = false; setActionForce(ActionNumber); setActionSprite(); calcBoundingBoxes(); alignToTile(); performCollisions(); if(!processActionRoutine()) exists = false; }