player->bounce (*this);
return true;
}
-
+
if(WalkingBadguy::is_frozen()) {
WalkingBadguy::unfreeze();
}
grunting->set_position(get_pos());
grunting->set_looping(true);
grunting->set_reference_distance(32);
- grunting->play();
+ grunting->play();
}
time_stunned = TIME_STUNNED;