void
Nolok_01::activate()
{
- hitpoints = INITIAL_HITPOINTS;
- bullet_hitpoints = INITIAL_BULLET_HP;
+ //hitpoints = INITIAL_HITPOINTS;
+ //bullet_hitpoints = INITIAL_BULLET_HP;
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
action = WALKING;
{
bool result = false;
player.bounce(*this);
+#if 0
if (hitpoints <= 0) {
bullet_hitpoints = 0;
sprite->set_action("dead");
Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
result = true;
}
+#endif
return result;
}
void
Nolok_01::kill_fall()
{
+#if 0
bullet_hitpoints--;
if (bullet_hitpoints <= 0) {
hitpoints = 0;
set_state(STATE_FALLING);
Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
}
+#endif
}
IMPLEMENT_FACTORY(Nolok_01, "nolok_01")