void activate();
void active_update(float elapsed_time);
void write(lisp::Writer& writer);
- HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
- HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
+ void collision_solid(const CollisionHit& hit);
+ HitResponse collision_badguy(BadGuy& badguy);
void kill_fall();
virtual MrBomb* clone() const { return new MrBomb(*this); }