<commit_before>#include "bullet.h"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include <glm/ext.hpp>
#include <iostream>
#include <cmath>

#define PI 3.14159265

Bullet::Bullet(const vector<GLuint> textures, glm::vec3 pos, glm::vec3 direction, const float scale):
	textures(textures), scale(scale)
{
	position = pos;
	velocity = direction * 5.f;
	rotation = 0.0f;
	collider = Circle();
	collider.center = glm::vec2(position.x, position.y);
	collider.radius = 0.05f;
}

void Bullet::draw()
{
	float pitch = (float) atan2(velocity.y, velocity.x) * 180 / PI;

	glDepthMask(GL_FALSE);
	glm::mat4 result = glm::mat4(1.0f);<commit_msg>Reversed initialization order of bullet consts<commit_after>#include "bullet.h"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include <glm/ext.hpp>
#include <iostream>
#include <cmath>

#define PI 3.14159265

Bullet::Bullet(const vector<GLuint> textures, glm::vec3 pos, glm::vec3 direction, const float scale):
	scale(scale), textures(textures)
{
	position = pos;
	velocity = direction * 5.f;
	rotation = 0.0f;
	collider = Circle();
	collider.center = glm::vec2(position.x, position.y);
	collider.radius = 0.05f;
}

void Bullet::draw()
{
	float pitch = (float) atan2(velocity.y, velocity.x) * 180 / PI;

	glDepthMask(GL_FALSE);
	glm::mat4 result = glm::mat4(1.0f);
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