*/
enum HitResponse
{
- // note: keep the elements in this order
-
/// don't move the object
ABORT_MOVE = 0,
/// move object out of collision and check for collisions again
Vector normal;
};
+class TilemapCollisionHit : public CollisionHit
+{
+public:
+ /// the flags of all tiles tux collided with
+ int tileflags;
+};
+
#endif