void
BadGuy::collision_solid(const CollisionHit& hit)
{
- physic.set_velocity_x(0);
- physic.set_velocity_y(0);
+ physic.vx = 0;
+ physic.vy = 0;
update_on_ground_flag(hit);
}
BadGuy::kill_squished(GameObject& object)
{
sound_manager->play("sounds/squish.wav", get_pos());
- physic.enable_gravity(true);
- physic.set_velocity_x(0);
- physic.set_velocity_y(0);
+ physic.gravity_enabled = true;
+ physic.vx = 0;
+ physic.vy = 0;
set_state(STATE_SQUISHED);
set_group(COLGROUP_MOVING_ONLY_STATIC);
Player* player = dynamic_cast<Player*>(&object);
{
sound_manager->play("sounds/fall.wav", get_pos());
if (countMe) Sector::current()->get_level()->stats.badguys++;
- physic.set_velocity_y(0);
- physic.enable_gravity(true);
+ physic.vy = 0;
+ physic.gravity_enabled = true;
set_state(STATE_FALLING);
}