Totem(const Totem& totem);
~Totem();
- void activate();
+ void initialize();
void active_update(float elapsed_time);
void write(lisp::Writer& writer);
void collision_solid(const CollisionHit& hit);
Totem* carrying; /**< Totem we are currently carrying (or 0) */
Totem* carried_by; /**< Totem by which we are currently carried (or 0) */
- bool collision_squished(Player& player);
+ bool collision_squished(GameObject& object);
void kill_fall();
void jump_on(Totem* target); /**< jump on target */