5 void jumpnrun_shot_process(jumpnrun_shot
*shot
) {
6 if(jumpnrun_shot_spawned(shot
)) {
7 rectangle_move_rel(&shot
->current_box
, shot
->inertia
);
8 jumpnrun_apply_gravity(&shot
->inertia
);
10 if(fixed_point_gt(rectangle_top(&shot
->current_box
), FIXED_INT(BADGE_DISPLAY_HEIGHT
))) {
11 jumpnrun_shot_despawn(shot
);
15 if(shot
->tick
== JUMPNRUN_SHOT_FRAMES
* JUMPNRUN_SHOT_TICKS_PER_FRAME
) {