(fj_prev[0] == fi->pos[0]) &&
(fj_prev[1] == fi->pos[1])
)? 1: 0;
-
+
if( collide_next_frame || collide_this_frame )
{
+ sw_set_achievement( "BANG" );
+
// Shatter death (+0.5s)
float death_time = collide_this_frame? 0.0f: 0.5f;
}
else
{
+ if( world.sim_run > 0 )
+ sw_set_achievement( "GOOD_ENOUGH" );
+
vg_error( "Level failed :(\n" );
}