HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
- void active_action(float elapsed_time);
+ void active_update(float elapsed_time);
void kill_fall();
void explode();