class Map : public EmptyMap { public: Map(); virtual ~Map(); void init(Player *iplayer, Player *iplayer2); void operator =(const Map& other){Mobjects = other.Mobjects;} void setSubMab( Map *imap2, Map *imap3 ); void setSubMab( Map *imap2 ); Mob& getMob(int id){return mobs[id];} // void setMapLayer(int value){mapLayer = value;} protected: int mapLayer; // this is the variable that I added when is crashed. int nbMaps; EmptyMap *map2; EmptyMap *map3; std::vector<int> tiles; std::vector<GameObject*> Mobjects; std::vector<GameObject*> Sobjects; std::vector<GameObject*> Sortobjects; std::vector<GameObject*> NoSortobjects; std::vector<StaticObject> staticTest; std::vector<Mob> mobs; Player *player; Player *player2; Coordsi mapSizeTile; Coordsi mapSizePixel; Coordsi tileSize; };
Map::Map() { nbMaps = 1; } void Map::setSubMab( Map *imap2, Map *imap3 ){ nbMaps = 3; map2 = imap2; //map2->setMapLayer(2); map3 = imap3; //map3->setMapLayer(3); } void Map::setSubMab( Map *imap2 ){ nbMaps = 2; map2 = imap2; //map2->setMapLayer(2); } Map::~Map() { } void Map::init(Player *iplayer, Player *iplayer2){ //Mobjects.push_back(iplayer); //Mobjects.push_back(iplayer2); Sortobjects.push_back(iplayer); Sortobjects.push_back(iplayer2); player = iplayer; player2 = iplayer2; }
var
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