HitResponse
BadGuy::collision_player(Player& player, const CollisionHit& )
{
- if(player.is_invincible()) {
- kill_fall();
- return ABORT_MOVE;
- }
-
/*
printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
game_time,
*/
// hit from above?
- if(player.get_movement().y /*- get_movement().y*/ > 0
- && player.get_bbox().p2.y <
- (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+ if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
// if it's not possible to squish us, then this will hurt
if(collision_squished(player))
return ABORT_MOVE;
}
- player.kill(Player::SHRINK);
+ if(player.is_invincible()) {
+ kill_fall();
+ return ABORT_MOVE;
+ }
+
+ player.kill(false);
return FORCE_MOVE;
}