void activate();
void active_update(float elapsed_time);
void collision_solid(const CollisionHit& hit);
- bool collision_squished(Player& player);
- void kill_squished(Player& player);
+ bool collision_squished(GameObject& object);
+ void kill_squished(GameObject& object);
void kill_fall();
virtual Yeti* clone() const { return new Yeti(*this); }
Timer safe_timer;
int stomp_count;
int hit_points;
- std::string dead_script;
};
#endif