Sector::add_object(GameObject* object)
{
gameobjects_new.push_back(object);
-#if 0
- BadGuy* badguy = dynamic_cast<BadGuy*> (object);
- if(badguy)
- badguys.push_back(badguy);
- Bullet* bullet = dynamic_cast<Bullet*> (object);
- if(bullet)
- bullets.push_back(bullet);
- Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
- if(upgrade)
- upgrades.push_back(upgrade);
- Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
- if(trampoline)
- trampolines.push_back(trampoline);
- FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
- if(flying_platform)
- flying_platforms.push_back(flying_platform);
- InteractiveObject* interactive_object
- = dynamic_cast<InteractiveObject*> (object);
- if(interactive_object)
- interactive_objects.push_back(interactive_object);
-
- gameobjects.push_back(object);
-
-#endif
}
void