Stalactite::active_update(float elapsed_time)
{
if(state == STALACTITE_HANGING) {
- 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
+ && 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;
+ }
}
} else if(state == STALACTITE_SHAKING) {
if(timer.check()) {