void ZombieDarkEntity::collideMapTop() { if (repulsion.active) { if (repulsion.stun) repulsion.velocity.y = -repulsion.velocity.y * 0.3f; else (repulsion.active = false); } findNextRandomGoal(); }
void ZombieDarkEntity::collideMapLeft() { if (recoil.active) { if (recoil.stun) recoil.velocity.x = -recoil.velocity.x * 0.3f; else (recoil.active = false); } findNextRandomGoal(); }