#include "object/weak_block.hpp"
#include "object/bullet.hpp"
+#include "object/explosion.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
case STATE_NORMAL:
if (dynamic_cast<Bullet*>(&other)) {
startBurning();
- return FORCE_MOVE;
}
- return FORCE_MOVE;
+ if (dynamic_cast<Explosion*> (&other)) {
+ startBurning();
+ }
break;
case STATE_BURNING:
- return FORCE_MOVE;
- break;
-
case STATE_DISINTEGRATING:
- return FORCE_MOVE;
break;
+ default:
+ log_debug << "unhandled state" << std::endl;
+ break;
}
- log_debug << "unhandled state" << std::endl;
return FORCE_MOVE;
}