optimizing for loops and player collisions
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@@ -34,8 +34,9 @@ public:
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bool get_jumping();
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void horizontal_no_out_of_bounds(Entity &base);
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void vertical_no_out_of_bounds(Entity &base);
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bool vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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bool vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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bool get_horizontal_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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bool get_vertical_top_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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bool get_vertical_bottom_collision(Entity *wall_list[MAX_ROWS][MAX_COLS]);
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};
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#endif
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