WalkingBadguy(const Vector& pos, Direction direction, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer = LAYER_OBJECTS);
WalkingBadguy(const lisp::Lisp& reader, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer = LAYER_OBJECTS);
WalkingBadguy(const Vector& pos, Direction direction, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer = LAYER_OBJECTS);
WalkingBadguy(const lisp::Lisp& reader, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer = LAYER_OBJECTS);
void write(lisp::Writer& writer);
void active_update(float elapsed_time);
void collision_solid(const CollisionHit& hit);
void write(lisp::Writer& writer);
void active_update(float elapsed_time);
void collision_solid(const CollisionHit& hit);
std::string walk_right_action;
float walk_speed;
int max_drop_height; /**< Maximum height of drop before we will turn around, or -1 to just drop from any ledge */
std::string walk_right_action;
float walk_speed;
int max_drop_height; /**< Maximum height of drop before we will turn around, or -1 to just drop from any ledge */