+ initial_position = get_pos();
+ if( !lisp.get( "sprite", sprite_name ) ){
+ reactivate();
+ return;
+ }
+ if( sprite_name == "" ){
+ sprite_name = "images/objects/resetpoints/default-resetpoint.sprite";
+ reactivate();
+ return;
+ }
+ //Replace sprite
+ sprite = sprite_manager->create( sprite_name );
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+ reactivate();
+}
+
+void
+Firefly::reactivate()
+{
+ if(GameSession::current()->get_reset_point_pos() == initial_position){
+ // TODO: && GameSession::current()->get_reset_point_sectorname() == <sector this firefly is in>
+ // GameSession::current()->get_current_sector()->get_name() is not yet initialized.
+ // Worst case a resetpoint in a different sector at the same position as the real
+ // resetpoint the player is spawning is set to ringing, too. Until we can check the sector, too, dont set
+ // activated = true; here.
+ sprite->set_action("ringing");
+ }