}
void
-BadGuy::inactive_action(float elapsed_time)
+BadGuy::inactive_action(float )
{
}
}
HitResponse
-BadGuy::collision_solid(GameObject& other, const CollisionHit& hit)
+BadGuy::collision_solid(GameObject& , const CollisionHit& )
{
return FORCE_MOVE;
}
}
HitResponse
-BadGuy::collision_badguy(BadGuy& other, const CollisionHit& hit)
+BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
{
return FORCE_MOVE;
}
bool
-BadGuy::collision_squished(Player& player)
+BadGuy::collision_squished(Player& )
{
return false;
}
void
BadGuy::kill_fall()
{
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
+ Sector::current()->player->get_pos());
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);