CO_PLAYER
};
-int rectcollision(base_type* one, base_type* two);
-int rectcollision_offset(base_type* one, base_type* two, float off_x, float off_y);
-int collision_swept_object_map(base_type* old, base_type* current);
-int collision_object_map(base_type* object);
+bool rectcollision(base_type* one, base_type* two);
+bool rectcollision_offset(base_type* one, base_type* two, float off_x, float off_y);
+void collision_swept_object_map(base_type* old, base_type* current);
+bool collision_object_map(base_type* object);
/* Checks for all possible collisions.
And calls the collision_handlers, which the collision_objects provide for this case (or not). */