+ // check collisions
+ if((hit = pixel_collides(edot[i].x, edot[i].y))) {
+ if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+ edot[i].active = 0;
+ hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
+ hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
+ continue;
+ }
+ }