if(!collision::intersects(r1, r2))
return;
+ MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
CollisionHit dummy;
if(other != NULL && !other->collides(*object, dummy))
return;
+ if(moving_object != NULL && !moving_object->collides(*other, dummy))
+ return;
// calculate intersection
float itop = r1.get_bottom() - r2.get_top();