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hub / github.com/DescentDevelopers/Descent3 / IsOKToApplyForce

Function IsOKToApplyForce

physics/collide.cpp:896–920  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

894static void check_lg_inform(object *A, object *B);
895
896bool IsOKToApplyForce(object *objp) {
897 if (Game_mode & GM_MULTI) {
898 if (objp->type == OBJ_PLAYER) {
899 if (objp != Player_object)
900 return false;
901 } else {
902 if (objp->type != OBJ_WEAPON && objp->type != OBJ_POWERUP && Netgame.local_role != LR_SERVER)
903 return false;
904 }
905 }
906
907 if (objp->mtype.phys_info.mass == 0.0)
908 return false;
909
910 if (objp->movement_type != MT_PHYSICS && objp->movement_type != MT_WALKING)
911 return false;
912
913 if (objp->mtype.phys_info.flags & PF_PERSISTENT)
914 return false;
915
916 if (objp->mtype.phys_info.flags & PF_LOCK_MASK) // Not done!
917 return false;
918
919 return true;
920}
921
922struct vec2d {
923 float i, j;

Callers 2

bump_obj_against_fixedFunction · 0.85
bump_two_objectsFunction · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected