suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
/*
* Copyright (C) 2008 Remko Troncon
*/
#ifndef AUTOUPDATER_H
#define AUTOUPDATER_H
class AutoUpdater
{
public:
virtual ~AutoUpdater();
virtual void checkForUpdates() = 0;
};
#endif