}
HitResponse
-Brick::collision(GameObject& other, const CollisionHit& hit){
+Brick::collision(GameObject& other, const CollisionHit& hit_){
Player* player = dynamic_cast<Player*> (&other);
if (player) {
if(explosion && explosion->hurts()) {
try_break(player);
}
- return Block::collision(other, hit);
+ return Block::collision(other, hit_);
}
void