Thanks a lot - yes that was just the sort of pointer I needed. I'm making progress again now.
My idea now is to have two types - mobs and props. Mobs can be shot and props block shots.
When player fires the program iterates through the collection of mobs and checks if their collision shape hits shotXY. If yes then iterate through each higher layer until a prop collision shape hits shot XY. If no prop collsion shapes match then player scores a kill.
Does that sound like a reasonable approach or am I missing something?
My idea now is to have two types - mobs and props. Mobs can be shot and props block shots.
When player fires the program iterates through the collection of mobs and checks if their collision shape hits shotXY. If yes then iterate through each higher layer until a prop collision shape hits shot XY. If no prop collsion shapes match then player scores a kill.
Does that sound like a reasonable approach or am I missing something?