}
void
-Bomb::write(LispWriter& writer)
+Bomb::write(LispWriter& )
{
// bombs are only temporarily so don't write them out...
}
HitResponse
-Bomb::collision_solid(GameObject& other, const CollisionHit& hit)
+Bomb::collision_solid(GameObject& , const CollisionHit& hit)
{
if(fabsf(hit.normal.y) > .5)
physic.set_velocity_y(0);
}
HitResponse
-Bomb::collision_player(Player& player, const CollisionHit& hit)
+Bomb::collision_player(Player& player, const CollisionHit& )
{
if(state == 1) {
player.kill(Player::SHRINK);
}
void
-Bomb::active_action(float elapsed_time)
+Bomb::active_action(float )
{
switch(state) {
case 0: