{
public:
int jump;
+ int activate;
int duck;
int left;
int right;
int down;
int fire;
int old_fire;
+ int activate;
};
void player_input_init(player_input_type* pplayer_input);
class Sprite;
+class Camera;
extern Surface* tux_life;
void collision(void* p_c_object, int c_object);
void kill(HurtMode mode);
void player_remove_powerups();
- void check_bounds(DrawingContext& context);
+ void check_bounds(Camera* camera);
bool on_ground();
bool under_solid();
bool tiles_on_air(int tiles);