BadGuy::active_update(elapsed_time);
if (!carried_by) {
- if (might_fall())
+ if (on_ground() && might_fall())
{
dir = (dir == LEFT ? RIGHT : LEFT);
activate();
void
Totem::collision_solid(const CollisionHit& hit)
{
+ update_on_ground_flag(hit);
+
// if we are being carried around, pass event to bottom of stack and ignore it
if (carried_by) {
carried_by->collision_solid(hit);