Oh yeah, that made a nice memory error (I tried converting the enemy list
to pointers, but c++ doesn't have automatic reference counting to keep from
deallocating things.  Sad day.).  For now, it works memory error free, but I
took out the targeting system (it kind of works, but I would need a way to
determine if a pointer is invalid.  It's alright on the enemies because it
gets reassigned every time they attempt to access it, but it's not okay for
the main character).  I'll have to think of a better way to do it. I suppose
one way is to clear the target after every loop, and you would have to manually
check if you want to know an enemies health, etc.