portal: combating the space-detection issue.
what needs to be tweaked next is how far away objects are spawned.
it should either be a trial&error adjustment or depend on the object's moving direction and the portal's angle in order to avoid issues with box collisions.
if the spawn distance to the portal is just a fixed value (as it was before this patch) or a constant factor (it is now) it can be too big for "nice" portal angles (in tight gaps with still enough space, but -> denied) and too small for bad angles (box collision esp. on big objects like barrels -> denied)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#ifndef _FPSEDIT_H
#define _FPSEDIT_H
#include <QSpinBox>
class FPSEdit : public QSpinBox
{
Q_OBJECT
public:
FPSEdit(QWidget * parent = 0);
protected:
QString textFromValue (int value) const;
};
#endif // _FPSEDIT_H