if (sprite->animation_done()) {
state = STATE_DISINTEGRATING;
sprite->set_action("disintegrating", 1);
- set_solid(false);
set_group(COLGROUP_DISABLED);
physic.enable_gravity(true);
}
case STATE_DISINTEGRATING:
movement = physic.get_movement(elapsed_time);
if (sprite->animation_done()) {
- remove_me();
- return;
+ remove_me();
+ return;
}
break;
}