physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
set_group(COLGROUP_MOVING_ONLY_STATIC);
- Sector::current()->get_level()->stats.add_points(BADGUYS_KILLED_STAT, 1);
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
player.bounce(*this);
}
BadGuy::kill_fall()
{
sound_manager->play("sounds/fall.wav", get_pos());
- Sector::current()->get_level()->stats.add_points(BADGUYS_KILLED_STAT, 1);
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);