} // namespace
Igel::Igel(const Reader& reader) :
- WalkingBadguy(reader, "images/creatures/igel/igel.sprite", "walking-left", "walking-right"),
+ WalkingBadguy(reader, "images/creatures/igel/igel.sprite", "walking-left", "walking-right"),
turn_recover_timer()
{
walk_speed = IGEL_SPEED;
// check if we see a fire bullet
Sector* sector = Sector::current();
for (Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
- Bullet* bullet = dynamic_cast<Bullet*>(*i);
+ Bullet* bullet = dynamic_cast<Bullet*>(i->get());
if (!bullet) continue;
if (bullet->get_type() != FIRE_BONUS) continue;
if (can_see(*bullet)) wants_to_flee = true;