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