pbullets also move just before the collision check.

This also sets up for the "fast shots" refactor.
This commit is contained in:
2025-06-20 19:08:58 -07:00
parent a77180d89a
commit 85c5091804

View File

@ -234,7 +234,7 @@ function updategame()
end
events:vore(new_events)
events:strip(call_move)
for _, lst in ipairs{intangibles_bg, eships, pbullets} do
for _, lst in ipairs{intangibles_bg, eships} do
lst:strip(call_move)
end
@ -261,6 +261,7 @@ function updategame()
end
pbullets:strip(function(pb)
if (pb:move()) return true
for es in eship_collider:iterate_collisions(hurtbox(pb)) do
if (es:hitbullet(pb)) eship_collider:yoink(es)
if (pb:hitship(es)) return true