return BAD_WINGLING;
else if (str == "walkingtree")
return BAD_WALKINGTREE;
+ else if(str == "bomb") // not to be used as a real bad guys
+ return BAD_BOMB;
else
{
return BAD_INVALID;
break;
case BAD_WALKINGTREE:
return "walkingtree";
+ case BAD_BOMB: // not to be used as a real bad guys
+ return "bomb";
+ break;
default:
return "snowball";
}
specs = badguyspecs_manager->load(badguykind_to_string(kind));
+ set_action("hide", "hide");
+
// if we're in a solid tile at start correct that now
if(Sector::current()) {
if(kind != BAD_FLAME && kind != BAD_FISH && kind != BAD_FLAMEFISH && collision_object_map(base))
action_left = left;
action_right = right;
+std::cerr << "set_action(" << left << ", " << right << ") of " << badguykind_to_string(kind) << std::endl;
+
#if 0
if (1)
{