Void Map::persist_enemy ( const Enemy& enemy, Uint8 index ) { ASSERT ( index < Map::c_max_enemy_spawns ); Auto& persisted_enemy = m_persisted_enemies [ m_current_map ].enemies [ index ]; Auto center = enemy.collision_center ( ); persisted_enemy.alive = enemy.is_alive ( ); persisted_enemy.coordinates.x = meters_to_pixels ( center.x ( ) ) / Map::c_tile_dimension_in_pixels; persisted_enemy.coordinates.y = meters_to_pixels ( center.y ( ) ) / Map::c_tile_dimension_in_pixels; }