<commit_before>#ifndef _PZELDA_
#define _PZELDA_


#include "p2Point.h"
#include "SDL\include\SDL.h"
#include "Character.h"
#include "j1Collision.h"
#include "j1Enemy.h"

class Character;

struct Arrow : public Entity{
	

	Arrow() {
		can_move = true;
		is_attached = false;
		entity_texture = App->object->objects_texture;
	}
	iPoint pos;
	int timer;
	int direction;
	bool can_move;
	bool is_attached;
	Enemy* attached_enemy;
	iPoint offset;
	int max_distance;
	bool temp = false;
	int before_wall_pos = 0;
	SDL_Rect arrow_rect = rect_arrow_down;


	bool Check_Wall();<commit_msg>Initialized some variables<commit_after>#ifndef _PZELDA_
#define _PZELDA_


#include "p2Point.h"
#include "SDL\include\SDL.h"
#include "Character.h"
#include "j1Collision.h"
#include "j1Enemy.h"

class Character;

struct Arrow : public Entity{
	

	Arrow() {
		can_move = true;
		is_attached = false;
		entity_texture = App->object->objects_texture;
		Enemy* attached_enemy = nullptr;
		direction = App->player->Zelda->character_direction;
	}
	iPoint pos = {0,0};
	int timer;
	int direction;
	bool can_move;
	bool is_attached;
	Enemy* attached_enemy;
	iPoint offset;
	int max_distance;
	bool temp = false;
	int before_wall_pos = 0;
	SDL_Rect arrow_rect = rect_arrow_down;


	bool Check_Wall();
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