int CSparky::checkSolidD( int x1, int x2, int y2, const bool push_mode ) { if(turnAroundOnCliff( x1, x2, y2 ) && !dead) setAction(A_SPARKY_TURN); return CGalaxySpriteObject::checkSolidD(x1, x2, y2, push_mode); }
int CAmpton::checkSolidD( int x1, int x2, int y2, const bool push_mode ) { if(getActionNumber(A_AMPTON_WALK)) { if(turnAroundOnCliff( x1, x2, y2 )) setAction(A_AMPTON_TURN); } return CGalaxySpriteObject::checkSolidD(x1, x2, y2, push_mode); }
int CBloog::checkSolidD( int x1, int x2, int y2, const bool push_mode ) { turnAroundOnCliff( x1, x2, y2 ); return CGalaxySpriteObject::checkSolidD(x1, x2, y2, push_mode); }
int CWormmouth::checkSolidD( int x1, int x2, int y2, const bool push_mode ) { turnAroundOnCliff( x1, x2, y2 ); return CSpriteObject::checkSolidD(x1, x2, y2, push_mode); }