diff --git a/code/first.c b/code/first.c index f4221eb..9799124 100644 --- a/code/first.c +++ b/code/first.c @@ -202,7 +202,7 @@ int main(int argc, char **argv) world->propTypes[13].tag = S("house"); world->propTypes[13].scale=6.875f; world->propTypes[14].tag = S("house_int"); - world->propTypes[14].scale=6.875f; + world->propTypes[14].scale=12.875f; world->propTypes[15].tag=S("tile_detail_0"); world->propTypes[15].scale=1; world->propTypes[16].tag = S("tile_detail_1"); diff --git a/code/game/impl/bandit.c b/code/game/impl/bandit.c index f66af50..858eda1 100644 --- a/code/game/impl/bandit.c +++ b/code/game/impl/bandit.c @@ -23,7 +23,7 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) { } if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT)) { - printf("begin shootout"); + printf("begin shootout\n"); // shootout time o.o bandit->mode = BANDIT_SHOOTOUT; } @@ -71,17 +71,17 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) { bandit->reloadTimer -= delta; if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0) { - printf("shoot at player"); + printf("shoot at player\n"); bandit->bullets--; bandit->shootCooldownTimer = bandit->shootDelay; V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random); if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){ // gets shot lmao - printf("hit"); + printf("hit\n"); world->player.health--; } if(bandit->bullets == 0){ - printf("enemy reload"); + printf("enemy reload\n"); bandit->bullets = 6; bandit->reloadTimer = bandit->reloadTime; }