GL - mergeproblems

This commit is contained in:
Erik Persson 2014-01-21 16:11:02 +01:00
parent 0aae9de92b
commit 954de26b43
1 changed files with 2 additions and 8 deletions

View File

@ -41,14 +41,9 @@ namespace GameLogic
********************************************************/ ********************************************************/
void Respawn(Oyster::Math::Float3 spawnPoint); void Respawn(Oyster::Math::Float3 spawnPoint);
<<<<<<< HEAD
<<<<<<< HEAD
void Rotate(float x, float y);
=======
=======
void rotate(float x, float y);
>>>>>>> blah void Rotate(float x, float y);
/******************************************************** /********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody * Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
* Will be called when the physics detect a collision * Will be called when the physics detect a collision
@ -57,7 +52,6 @@ namespace GameLogic
********************************************************/ ********************************************************/
static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj); static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj);
>>>>>>> Major updates to Collision handling with the class CollitionManager. changes started on the massdriver
bool IsWalking(); bool IsWalking();
bool IsJumping(); bool IsJumping();