return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy && badguy->state == STATE_ACTIVE)
+ if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING)
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);