- public:
- IceCrusher(const lisp::Lisp& reader);
- IceCrusher(const IceCrusher& icecrusher);
- virtual IceCrusher* clone() const { return new IceCrusher(*this); }
-
- virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
- virtual void collision_solid(const CollisionHit& hit);
- virtual void update(float elapsed_time);
-
- const Vector& get_speed() const
- {
- return speed;
- }
-
- protected:
- enum IceCrusherState {
- IDLE,
- CRUSHING,
- RECOVERING
- };
- IceCrusherState state;
- Vector start_position;
- Vector speed;
-
- Player* get_nearest_player();
- bool found_victim();
- void set_state(IceCrusherState state, bool force = false);
+public:
+ IceCrusher(const Reader& reader);
+ IceCrusher(const IceCrusher& icecrusher);
+
+ virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
+ virtual void collision_solid(const CollisionHit& hit);
+ virtual void update(float elapsed_time);
+
+ const Vector& get_speed() const
+ {
+ return speed;
+ }
+
+protected:
+ enum IceCrusherState {
+ IDLE,
+ CRUSHING,
+ RECOVERING
+ };
+ IceCrusherState state;
+ Vector start_position;
+ Vector speed;
+
+ Player* get_nearest_player();
+ bool found_victim();
+ void set_state(IceCrusherState state, bool force = false);