Sector* s = Sector::current();
if (s) {
// jump a bit if we find a suitable totem
- for (std::vector<MovingObject*>::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); i++) {
+ for (std::vector<MovingObject*>::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); ++i) {
Totem* t = dynamic_cast<Totem*>(*i);
if (!t) continue;