Badguys that die will still trigger collisions during the current frame (closes issue 50)
[supertux.git] / src / badguy / angrystone.cpp
index 010230c..d6dd326 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
 //  AngryStone - A spiked block that charges towards the player
-//  Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
+//  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
@@ -53,10 +53,14 @@ AngryStone::activate()
   sprite->set_action("idle");
 }
 
-HitResponse
-AngryStone::collision_solid(GameObject& , const CollisionHit& hit)
+void
+AngryStone::collision_solid(const CollisionHit& hit)
 {
-  if ((state == ATTACKING) && (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
+  // TODO
+  (void) hit;
+#if 0
+  if ((state == ATTACKING) &&
+      (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
     state = IDLE;
     sprite->set_action("idle");
     physic.set_velocity_x(0);
@@ -65,8 +69,7 @@ AngryStone::collision_solid(GameObject& , const CollisionHit& hit)
     oldWallDirection.x = attackDirection.x;
     oldWallDirection.y = attackDirection.y;
   }
-
-  return CONTINUE;
+#endif
 }
 
 void
@@ -86,7 +89,7 @@ AngryStone::collision_badguy(BadGuy& badguy, const CollisionHit& )
   return FORCE_MOVE;
 }
 
-void 
+void
 AngryStone::active_update(float elapsed_time) {
   BadGuy::active_update(elapsed_time);