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13 changes: 11 additions & 2 deletions src/badguy/badguy.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -720,7 +720,11 @@ BadGuy::kill_squished(GameObject& object)

SoundManager::current()->play("sounds/squish.wav", get_pos());
m_physic.enable_gravity(true);
m_physic.set_velocity(0, 0);

if (on_ground())
m_physic.set_velocity(0, 0);
else
m_physic.set_velocity_y(0.0f);
set_state(STATE_SQUISHED);
set_group(COLGROUP_MOVING_ONLY_STATIC);
auto player = dynamic_cast<Player*>(&object);
Expand Down Expand Up @@ -1194,7 +1198,12 @@ BadGuy::ignite()
unfreeze();

m_physic.enable_gravity(true);
m_physic.set_velocity(0, 0);

if (on_ground())
m_physic.set_velocity(0, 0);
else
m_physic.set_velocity_y(0.0f);

set_group(COLGROUP_MOVING_ONLY_STATIC);
m_sprite->stop_animation();
m_ignited = true;
Expand Down
9 changes: 5 additions & 4 deletions src/badguy/bouncing_snowball.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -131,15 +131,16 @@ BouncingSnowball::collision_squished(MovingObject& object)
void
BouncingSnowball::collision_solid(const CollisionHit& hit)
{
if (m_sprite->get_action() == "squished")
return;

if (m_frozen)
if (m_frozen || !is_active())
{
BadGuy::collision_solid(hit);
return;
}

if (m_sprite->get_action() == "squished")
return;


if (hit.bottom) {
if (get_state() == STATE_ACTIVE) {
float bounce_speed = -m_physic.get_velocity_y()*0.8f;
Expand Down
2 changes: 1 addition & 1 deletion src/badguy/walking_badguy.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -187,7 +187,7 @@ WalkingBadguy::collision_solid(const CollisionHit& hit)

update_on_ground_flag(hit);

if (m_frozen)
if (m_frozen || !is_active())
{
BadGuy::collision_solid(hit);
return;
Expand Down
8 changes: 1 addition & 7 deletions src/badguy/zeekling.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -104,18 +104,12 @@ Zeekling::on_bump_vertical()
void
Zeekling::collision_solid(const CollisionHit& hit)
{
if (m_frozen)
if (m_frozen || !is_active())
{
BadGuy::collision_solid(hit);
return;
}

if (BadGuy::get_state() == STATE_SQUISHED ||
BadGuy::get_state() == STATE_BURNING)
{
return;
}

if (hit.top || hit.bottom)
on_bump_vertical();
else if (hit.left || hit.right)
Expand Down
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