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-rw-r--r--src/entities/Physical.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 790a8be7..04783f31 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -334,7 +334,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
AddCollisionRecord(ent);
if(!ent->IsBuilding()) // Can't this catch dummies too?
((CPhysical*)ent)->AddCollisionRecord(this);
- if(ent->IsBuilding() || ent->bIsStatic)
+ if(ent->IsBuilding() || ent->IsStatic())
this->bHasHitWall = true;
}
return numSpheres;
@@ -549,7 +549,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
timestepB = B->bIsHeavy ? 2.0f : 1.0f;
float speedA, speedB;
- if(B->bIsStatic){
+ if(B->IsStatic()){
if(A->bPedPhysics){
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
if(speedA < 0.0f){
@@ -632,7 +632,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}
}
- if(B->bIsStatic)
+ if(B->IsStatic())
return false;
if(!B->bInfiniteMass)
B->AddToMovingList();
@@ -1089,7 +1089,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Aobj = (CObject*)A;
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
!Aobj->bHasBeenDamaged &&
- Aobj->bIsStatic){
+ Aobj->IsStatic()){
if(Aobj->m_pCollidingEntity == B)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
@@ -1106,7 +1106,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
- Bobj->bIsStatic){
+ Bobj->IsStatic()){
if(Bobj->m_pCollidingEntity == A)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
@@ -1424,7 +1424,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
Aobj->bHasBeenDamaged ||
- !Aobj->bIsStatic){
+ !Aobj->IsStatic()){
if(Aobj->m_pCollidingEntity == B)
skipCollision = true;
else{
@@ -1443,7 +1443,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
Bobj->bHasBeenDamaged ||
- !Bobj->bIsStatic){
+ !Bobj->IsStatic()){
if(Bobj->m_pCollidingEntity == A)
skipCollision = true;
else{