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testing physical node before dereferrencing
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@ -104,12 +104,9 @@ remove_physical(Physical *p) {
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////////////////////////////////////////////////////////////////////
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void PhysicsManager::
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do_physics(float dt) {
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pvector< Physical * >::iterator p_cur;
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// now, run through each physics object in the set.
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p_cur = _physicals.begin();
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for (; p_cur != _physicals.end(); p_cur++) {
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pvector< Physical * >::iterator p_cur = _physicals.begin();
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for (; p_cur != _physicals.end(); ++p_cur) {
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Physical *physical = *p_cur;
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// do linear
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@ -124,7 +121,7 @@ do_physics(float dt) {
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// if it's an actor node, tell it to update itself.
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PhysicalNode *pn = physical->get_physical_node();
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if (pn->is_of_type(ActorNode::get_class_type())) {
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if (pn && pn->is_of_type(ActorNode::get_class_type())) {
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ActorNode *an = (ActorNode *) pn;
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an->update_transform();
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}
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