This way the bouding box can be passed to the method. No need to calculate an
anchor point everywhere.
SVN-Revision: 6449
#include "util/writer_fwd.hpp"
#include "util/currenton.hpp"
#include "video/color.hpp"
+#include "object/anchor_point.hpp"
namespace collision {
class Constraints;
return std::vector<Player*>(1, this->player);
}
Player *get_nearest_player (const Vector& pos);
+ Player *get_nearest_player (const Rectf& pos)
+ {
+ return (get_nearest_player (get_anchor_pos (pos, ANCHOR_MIDDLE)));
+ }
Rectf get_active_region();