tes
while (actor != null) { // Store ref to next BEFORE update since during update Actor may // remove itself temp = actor.m_next; if (actor.m_type == IActorType.ENEMY) { cActorEnemy enemy = (cActorEnemy) actor; if (!enemy.Enemy_IsDead() && !enemy.Enemy_IsDying() && !enemy.Enemy_IsFalling()) { if (isInHitRange(x, y, enemy, dir, attRectW, attRectH)) { //m_targetEnemyList[m_targetEnemyListSize] = (cActorEnemy)actor; //m_targetEnemyListSize++; enemy.ENEMY_GetHurt(cActorEnemy.K_ENEMY_SUBSTATE_HURT_FALL, dir, hurtValue); } } }