// only handle unisolid when the player is falling down and when he was
// above the tile before
- if(tile->getAttributes() & Tile::UNISOLID) {
+ if(tile->is_unisolid ()) {
int status;
Vector relative_movement = movement
- solids->get_movement(/* actual = */ true);
if(!tile) continue;
if(!(tile->getAttributes() & Tile::SOLID))
continue;
- if((tile->getAttributes() & Tile::UNISOLID) && ignoreUnisolid)
+ if(tile->is_unisolid () && ignoreUnisolid)
continue;
if(tile->is_slope ()) {
AATriangle triangle;
return ((attributes & SLOPE) != 0);
}
+ bool is_unisolid (void) const
+ {
+ return ((attributes & UNISOLID) != 0);
+ }
+
void print_debug(int id) const;
private: