void initialize();
void active_update(float elapsed_time);
+ void active_update(float elapsed_time, float target_velocity);
void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
void freeze();
float get_velocity_y() const;
void set_velocity_y(float vy);
+ /**
+ * Adds velocity to the badguy (be careful when using this)
+ */
+ void add_velocity(const Vector& velocity);
+
float get_walk_speed (void) const
{
return (walk_speed);