{
switch(ice_state) {
case ICESTATE_KICKED:
+ {
+ BadGuy* badguy = dynamic_cast<BadGuy*>(&object);
+ if (badguy) {
+ badguy->kill_fall();
+ break;
+ }
+ }
+
+ // fall through
case ICESTATE_NORMAL:
{
- Player* player = dynamic_cast<Player*>(&object);
+ Player* player = dynamic_cast<Player*>(&object);
squishcount++;
if ((squishcount >= MAXSQUISHES) || (player && player->does_buttjump)) {
kill_fall();
break;
case ICESTATE_FLAT:
{
- MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
- if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
- dir = RIGHT;
- } else {
- dir = LEFT;
- }
+ MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
+ if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
}
if (nokick_timer.check()) set_state(ICESTATE_KICKED);
break;