// give badguys some invincible time (prevent them from being hit multiple times)
// use hitpoints also when hit by fireball or invincible tux
hitpoints--;
- std::cout << "Hitpoints: " << hitpoints << std::endl;
if(collision_squished(player))
return ABORT_MOVE;
else if (hitpoints <= 0) {
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
- if(laststate == STATE_SQUISHED || laststate == STATE_SQUISHED) {
+ if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
remove_me();
}
flags |= FLAG_NO_COLLDET;