void activate();
void write(lisp::Writer& writer);
- void active_action(float elapsed_time);
+ void active_update(float elapsed_time);
HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
protected:
enum FlyingSnowballMode {
FlyingSnowballMode mode;
bool collision_squished(Player& player);
private:
- Timer2 timer;
+ Timer timer;
};
#endif