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Rolled back bomb to old behaviour, some bomb gfx tuning
[supertux.git]
/
src
/
badguy
/
yeti.cpp
diff --git
a/src/badguy/yeti.cpp
b/src/badguy/yeti.cpp
index
7995925
..
1c03906
100644
(file)
--- a/
src/badguy/yeti.cpp
+++ b/
src/badguy/yeti.cpp
@@
-67,7
+67,7
@@
Yeti::~Yeti()
}
void
}
void
-Yeti::
activat
e()
+Yeti::
initializ
e()
{
dir = RIGHT;
jump_down();
{
dir = RIGHT;
jump_down();
@@
-219,7
+219,7
@@
void Yeti::take_hit(Player& )
state = SQUISHED;
state_timer.start(SQUISH_TIME);
state = SQUISHED;
state_timer.start(SQUISH_TIME);
- set_
group
(COLGROUP_MOVING_ONLY_STATIC);
+ set_
colgroup_active
(COLGROUP_MOVING_ONLY_STATIC);
sprite->set_action("dead");
if (countMe) Sector::current()->get_level()->stats.badguys++;
sprite->set_action("dead");
if (countMe) Sector::current()->get_level()->stats.badguys++;
@@
-238,7
+238,7
@@
void
Yeti::kill_fall()
{
// shooting bullets or being invincible won't work :)
Yeti::kill_fall()
{
// shooting bullets or being invincible won't work :)
- take_hit(*get_nearest_player()); // FIXME: debug only(?)
+
//
take_hit(*get_nearest_player()); // FIXME: debug only(?)
}
void
}
void