frozen_timer.init(true);
timer.init(true);
+ dying = DYING_NOT;
seen = true;
dir = activation_dir;
if(!seen)
return;
-
+
switch (kind)
{
case BAD_MRICEBLOCK:
void
BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
{
- if(!seen)
- return;
-
BadGuy* pbad_c = NULL;
Bullet* pbullet_c = NULL;