Icecrusher: Use Sector::get_nearest_player().
authorflorianf <florianf@837edb03-e0f3-0310-88ca-d4d4e8b29345>
Sun, 28 Feb 2010 10:29:35 +0000 (10:29 +0000)
committerflorianf <florianf@837edb03-e0f3-0310-88ca-d4d4e8b29345>
Sun, 28 Feb 2010 10:29:35 +0000 (10:29 +0000)
The icecrusher's own implementation has been removed.

git-svn-id: http://supertux.lethargik.org/svn/supertux/trunk/supertux@6445 837edb03-e0f3-0310-88ca-d4d4e8b29345

src/object/icecrusher.cpp

index d97b4b0..199ec51 100644 (file)
@@ -166,25 +166,10 @@ IceCrusher::update(float elapsed_time)
   }
 }
 
-Player*
-IceCrusher::get_nearest_player()
-{
-  // FIXME: does not really return nearest player
-
-  std::vector<Player*> players = Sector::current()->get_players();
-  for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
-    Player* player = *playerIter;
-    if (player->is_dying() || player->is_dead()) continue;
-    return player;
-  }
-
-  return 0;
-}
-
 bool
 IceCrusher::found_victim()
 {
-  Player* player = this->get_nearest_player();
+  Player* player = Sector::current()->get_nearest_player (this->get_pos ());
   if (!player) return false;
 
   const Rectf& player_bbox = player->get_bbox();