void Fireball::Collide(Fireball* src, Map& map) { map.Clear(pos); map.Clear(src->Pos()); delete src; delete this; }
void Fireball::Collide(Character* src, Map& map) { src->TakeDamage(Damage()); if (src->Health() <= 0) map.Clear(src->Pos()); map.Clear(pos); map.Swap(map[src->Pos()], map[pos]); map.SetActed(src->Pos(), 1); delete this; }
void Medkit::Collide(Character* src, Map& map) { src->Heal(PowerHeal()); map.Clear(pos); map.SetActed(src->Pos(), 1); delete this; }
void SDPFactory::ShutDown() { sSDPFactoryFuncMap.Clear(); FOR_EACH_MAP(SDPInstanceIter, sSDPInstanceMap, HashedString, ShaderDataProvider*) { SafeDelete(SDPInstanceIter.GetValue()); }
PrintManager::~PrintManager() { sPrintLevels.Clear(); SafeDeleteArray(m_StringBuffer); #if OPENLOGFILE // Do nothing. #else SafeDelete(m_LogStream); #endif }
void RodinBTNodeFactory::ShutDown() { sFactoryFuncMap.Clear(); }
void ReverseHash::ShutDown() { gReverseHashEnabled = false; gReverseHashMap.Clear(); }