// TODO
(void) hit;
#if 0
- if ((state == ATTACKING) &&
+ if ((state == ATTACKING) &&
(hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
state = IDLE;
sprite->set_action("idle");
return FORCE_MOVE;
}
-void
+void
AngryStone::active_update(float elapsed_time) {
BadGuy::active_update(elapsed_time);