Sprites_effect::handle_event(curtime, udata); }
void Explosion_effect::handle_event	(	unsigned long curtime,		// Current time of day.	long udata	){	if (sprite.get_framenum()== frames/4) {		// this was in ~Explosion_effect before		if (explode)			{				Game_window::get_game_window()->add_dirty(explode);				explode->remove_this();				explode = 0;			}		Game_object_vector vec;			// Find objects near explosion.		Game_object::find_nearby(vec, pos, c_any_shapenum, 5, 0);		for (Game_object_vector::const_iterator it = vec.begin(); it != vec.end(); ++it)			{				(**it).attacked(0, 704, 0);			}	}	Sprites_effect::handle_event(curtime, udata);}