if (sequencename == "endsequence") {
if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
- end_sequence = new EndSequenceWalkLeft();
+ end_sequence = std::make_shared<EndSequenceWalkLeft>();
} else {
- end_sequence = new EndSequenceWalkRight();
+ end_sequence = std::make_shared<EndSequenceWalkRight>();
}
} else if (sequencename == "fireworks") {
- end_sequence = new EndSequenceFireworks();
+ end_sequence = std::make_shared<EndSequenceFireworks>();
} else {
log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
return;
currentsector->player->set_winning();
// Stop all clocks.
- for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
+ for(auto i = currentsector->gameobjects.begin();
i != currentsector->gameobjects.end(); ++i)
{
- GameObject* obj = *i;
+ GameObjectPtr obj = *i;
- LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ auto lt = std::dynamic_pointer_cast<LevelTime>(obj);
if(lt)
lt->stop();
}