5 void jumpnrun_player_respawn(jumpnrun_player
*self
, vec2d spawn_pos
) {
6 memset(&self
->base
, 0, sizeof(self
->base
));
7 self
->base
.hitbox
= rectangle_new(spawn_pos
, jumpnrun_player_extents());
10 void jumpnrun_player_spawn (jumpnrun_player
*self
, vec2d spawn_pos
, uint8_t lives
) {
11 memset(self
, 0, sizeof(*self
));
12 jumpnrun_player_respawn(self
, spawn_pos
);
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