- if(other.get_flags() & FLAG_SOLID)
- return collision_solid(other, hit);
+ TileMap* tilemap = dynamic_cast<TileMap*> (&other);
+ if(tilemap != 0) {
+ const TilemapCollisionHit* thit
+ = static_cast<const TilemapCollisionHit*> (&hit);
+ if(thit->tileflags & Tile::SPIKE)
+ kill_fall();
+ if(thit->tileflags & Tile::SOLID)
+ return collision_solid(other, hit);
+ return FORCE_MOVE;
+ }