FGAIManager::~FGAIManager() {
ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
++ai_list_itr;
}
if ((*ai_list_itr)->getDie()) {
--numObjects[(*ai_list_itr)->getType()];
--numObjects[0];
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
if ( ai_list_itr == ai_list.begin() ) {
ai_list.erase(ai_list_itr);
if ((*ai_list_itr)->getID() == ID) {
--numObjects[0];
--numObjects[(*ai_list_itr)->getType()];
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
ai_list.erase(ai_list_itr);