// fade away tilemaps
Sector& sector = *Sector::current();
for(Sector::GameObjects::iterator i = sector.gameobjects.begin(); i != sector.gameobjects.end(); ++i) {
- TileMap* tm = dynamic_cast<TileMap*>(*i);
+ TileMap* tm = dynamic_cast<TileMap*>(i->get());
if (!tm) continue;
if (tm->get_name() != fade_tilemap) continue;
tm->fade(0.0, 1.0);