diff --git a/Aquaria/Game.cpp b/Aquaria/Game.cpp index 733399b..1f44e86 100644 --- a/Aquaria/Game.cpp +++ b/Aquaria/Game.cpp @@ -8402,9 +8402,9 @@ void Game::handleShotCollisions(Entity *e, bool hasShield) { BBGE_PROF(Game_handleShotCollisions); bool isRegValid=true; - for (Shot::Shots::iterator i = Shot::shots.begin(); i != Shot::shots.end(); i++) + for (size_t i = 0; i < Shot::shots.size(); ++i) { - Shot *shot = *i; + Shot *shot = Shot::shots[i]; if (shot->isActive() && isEntityCollideWithShot(e, shot) && (!hasShield || (!shot->shotData || !shot->shotData->ignoreShield))) { Vector collidePoint = e->position+e->offset; @@ -8434,9 +8434,9 @@ bool Game::isDamageTypeEnemy(DamageType dt) void Game::handleShotCollisionsSkeletal(Entity *e) { BBGE_PROF(Game_HSSKELETAL); - for (Shot::Shots::iterator i = Shot::shots.begin(); i != Shot::shots.end(); i++) + for (size_t i = 0; i < Shot::shots.size(); ++i) { - Shot *shot = *i; + Shot *shot = Shot::shots[i]; if (shot->isActive() && isEntityCollideWithShot(e, shot)) { Bone *b = collideSkeletalVsCircle(e, shot->position, shot->collideRadius); @@ -8451,9 +8451,9 @@ void Game::handleShotCollisionsSkeletal(Entity *e) void Game::handleShotCollisionsHair(Entity *e, int num) { - for (Shot::Shots::iterator i = Shot::shots.begin(); i != Shot::shots.end(); i++) + for (size_t i = 0; i < Shot::shots.size(); ++i) { - Shot *shot = *i; + Shot *shot = Shot::shots[i]; if (shot->isActive() && isEntityCollideWithShot(e, shot)) { bool b = collideHairVsCircle(e, num, shot->position, 8);