glUseProgramObjectARB(0);
}
player->inv->draw();
-
- if(player->inv->usingi && player->inv->detectCollision(vec2{currentWorld->npc[0]->loc.x, currentWorld->npc[0]->loc.y},vec2{currentWorld->npc[0]->loc.x+currentWorld->npc[0]->width,currentWorld->npc[0]->loc.y+currentWorld->npc[0]->height})){
- currentWorld->npc[0]->alive = false;
- }
-
/*
* Here we draw a black overlay if it's been requested.
*/
if(n->canMove) n->wander((rand() % 120 + 30));
+
+ if(player->inv->usingi && player->inv->detectCollision(vec2{n->loc.x, n->loc.y},vec2{n->loc.x+n->width,n->loc.y+n->height})){
+ n->alive=false;
+ }
/*
* Don't bother handling the NPC if another has already been handled.
*/