void active_update(float elapsed_time);
void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
+ void freeze();
+ void unfreeze();
protected:
- void turn_around();
+ void turn_around();
- const std::string walk_left_action;
- const std::string walk_right_action;
+ std::string walk_left_action;
+ std::string walk_right_action;
float walk_speed;
int max_drop_height; /**< Maximum height of drop before we will turn around, or -1 to just drop from any ledge */
};