get_hit_normal(moving_object->dest, moving_object_2->dest,
hit, normal);
if(!moving_object->collides(*moving_object_2, hit))
- return;
+ continue;
if(!moving_object_2->collides(*moving_object, hit))
- return;
+ continue;
moving_object->collision(*moving_object_2, hit);
moving_object_2->collision(*moving_object, hit);