carrying(0),
carried_by(0)
{
- sound_manager->preload( LAND_ON_TOTEM_SOUND );
+ SoundManager::current()->preload( LAND_ON_TOTEM_SOUND );
}
Totem::~Totem()
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;
this->initialize();
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- sound_manager->play( LAND_ON_TOTEM_SOUND , get_pos());
+ SoundManager::current()->play( LAND_ON_TOTEM_SOUND , get_pos());
this->synchronize_with(target);
}