Sector::calculate_foremost_layer()
{
int layer = 0;
- std::vector<std::string> secret_area_layers;
+ std::vector<std::string> secret_area_tilemaps;
for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
{
SecretAreaTrigger* trigger = dynamic_cast<SecretAreaTrigger*>(i->get());
if (!trigger) continue;
- secret_area_layers.push_back(trigger->get_fade_tilemap_name());
+ secret_area_tilemaps.push_back(trigger->get_fade_tilemap_name());
}
for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
if (!tm) continue;
if(tm->get_layer() > foremost_layer)
{
- if (std::find(secret_area_layers.begin(), secret_area_layers.end(), tm->get_name())
- != secret_area_layers.end() || tm->is_solid())
+ if (std::find(secret_area_tilemaps.begin(), secret_area_tilemaps.end(), tm->get_name())
+ != secret_area_tilemaps.end() || tm->is_solid())
{
layer = tm->get_layer();
}