Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);