}
HitResponse
-SkullTile::collision(GameObject& other, const CollisionHit& hitdata)
+SkullTile::collision(GameObject& other, const CollisionHit& )
{
- if(hitdata.normal.y < 0.8)
- return FORCE_MOVE;
-
Player* player = dynamic_cast<Player*> (&other);
if(player)
hit = true;