(get_bbox().p1.y + get_bbox().p2.y) / 2) {
// if it's not is it possible to squish us, then this will hurt
if(!collision_squished(player))
- player.kill(Player::SHRINK);
+ player.kill(false);
explode();
return FORCE_MOVE;
}
- player.kill(Player::SHRINK);
+ player.kill(false);
explode();
return FORCE_MOVE;
}