}
}
-Player*
-IceCrusher::get_nearest_player()
-{
- // FIXME: does not really return nearest player
-
- std::vector<Player*> players = Sector::current()->get_players();
- for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
- Player* player = *playerIter;
- if (player->is_dying() || player->is_dead()) continue;
- return player;
- }
-
- return 0;
-}
-
bool
IceCrusher::found_victim()
{
- Player* player = this->get_nearest_player();
+ Player* player = Sector::current()->get_nearest_player (this->get_pos ());
if (!player) return false;
const Rectf& player_bbox = player->get_bbox();