| 53 | GameObject *pCollisionPrev, *pCollisionNext; |
| 54 | |
| 55 | void Reset() |
| 56 | { |
| 57 | status = STATUS_FREE; |
| 58 | id = (size_t)-1; |
| 59 | uid = 0; |
| 60 | |
| 61 | x = y = 0.; |
| 62 | lastx = lasty = 0.; |
| 63 | dx = dy = 0.; |
| 64 | rot = omiga = 0.; |
| 65 | vx = vy = 0.; |
| 66 | ax = ay = 0.; |
| 67 | layer = 0.; |
| 68 | a = b = 0.; |
| 69 | hscale = vscale = 1.; |
| 70 | |
| 71 | colli = bound = true; |
| 72 | rect = hide = navi = false; |
| 73 | |
| 74 | col_r = 0.; |
| 75 | |
| 76 | group = LGOBJ_DEFAULTGROUP; |
| 77 | timer = ani_timer = 0; |
| 78 | |
| 79 | res = nullptr; |
| 80 | ps = nullptr; |
| 81 | |
| 82 | pObjectPrev = pObjectNext = nullptr; |
| 83 | pRenderPrev = pRenderNext = nullptr; |
| 84 | pCollisionPrev = pCollisionNext = nullptr; |
| 85 | } |
| 86 | |
| 87 | void UpdateCollisionCirclrRadius() |
| 88 | { |
nothing calls this directly
no outgoing calls
no test coverage detected