{
const float *ball_p = vary->uv[ui].p;
const float ball_r = vary->uv[ui].r;
- int ji, in = 0;
+ int ji, touch = 0;
for (ji = 0; ji < vary->base->jc; ji++)
{
d = v_len(r) + ball_r - jp->r;
/*
- * The "inside" distance, which must be cleared before being
+ * The "touch" distance, which must be cleared before being
* able to trigger a teleporter, is the ball's radius. (This
* is different from switches.)
*/
ball_p[1] > jp->p[1] &&
ball_p[1] < jp->p[1] + JUMP_HEIGHT / 2)
{
- in = 1;
+ touch = 1;
if (d <= 0.0f)
{
p[1] = jp->q[1] + (ball_p[1] - jp->p[1]);
p[2] = jp->q[2] + (ball_p[2] - jp->p[2]);
- return JUMP_TRIGGER;
+ return JUMP_INSIDE;
}
}
}
- return in ? JUMP_INSIDE : JUMP_OUTSIDE;
+ return touch ? JUMP_TOUCH : JUMP_OUTSIDE;
}
/*
d = v_len(r) + ball_r - xp->base->r;
/*
- * The "inside" distance, which must be cleared before
+ * The "touch" distance, which must be cleared before
* being able to trigger a switch, is the ball's diameter.
* (This is different from teleporters.)
*/
/* If visible, set the result. */
if (!xp->base->i)
- rc = SWCH_TRIGGER;
+ rc = SWCH_INSIDE;
}
}