greetings
yes, now i'm working now on compounds, but have some problems there...
okay, what about destructor.. i made some tests and must to say that you are right, engine craches if i remove entity
after several tests, i change code to this:
here is new destructor
void onsetdestructor(NewtonBody *body)
{
ENTITY *entity = (ENTITY*)NewtonBodyGetUserData(body);
if (entity) {ent_remove(entity);}
}
here is a process of destruction
if (key_x)
{
if (my.skill99!=0) {NewtonDestroyBody(nworld,(NewtonBody*) my.skill99);}
}
i think, its the best and simplest way: graphical entity is removed in destructor of newtons body, so we just may delete only NewtonBody
destructor would be changed in v.9
why dont you download the last versions: i added only new levels, but the core of wrapper is unchanged(till now :))
anyway, thanks for gelp in debuging