EnemyManager::EnemyManager() : enemies() , hero_stealth(0) , player_blocked(false) , player_blocked_ticks(0) { handleNewMap(); }
EnemyManager::EnemyManager(PowerManager *_powers, MapIso *_map) { powers = _powers; map = _map; enemy_count = 0; sfx_count = 0; gfx_count = 0; hero_pos.x = hero_pos.y = -1; hero_alive = true; handleNewMap(); }