- Player* player = Sector::current()->player;
- if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
- && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
- && player->get_bbox().p2.y > bbox.p1.y) {
- timer.start(SHAKE_TIME);
- state = STALACTITE_SHAKING;
+ Player* player = this->get_nearest_player();
+ if (player) {
+ if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
+ && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
+ && player->get_bbox().p2.y > bbox.p1.y
+ && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
+ timer.start(SHAKE_TIME);
+ state = STALACTITE_SHAKING;
+ }