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void advance_actor (Actor *a, double &dt);
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void move_actors (double dtime);
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void find_contact_with_stone(Actor *a, GridPos p, StoneContact &c,
308
void find_contact_with_stone(Actor *a, GridPos p, StoneContact &c,
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DirectionBits winFacesActorStone = NODIRBIT,
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bool isRounded = true, Stone *st = NULL);
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void find_contact_with_edge(Actor *a, GridPos pe, GridPos p1, GridPos p2,
311
void find_contact_with_edge(Actor *a, GridPos pe, GridPos p1, GridPos p2,
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StoneContact &c0, StoneContact &c1, StoneContact &c2,
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DirectionBits winFacesActorStone = NODIRBIT);
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void find_contact_with_window(Actor *a, GridPos p, StoneContact &c0, StoneContact &c1,