Re: bgt, having trouble with classes, again

I've done all the necessary modifications to the code and I now get the following error when attempting to run. Is this me being an idiot or is there something severely wrong?
File: D:\spaceshiptest\game.bgt
On line: 68 (1)
Information: Compiling void gameloop()

File: D:\spaceshiptest\game.bgt
On line: 76 (97)
Line: if(shipx-3==barrier.x or shipx-2==barrier.x or shipx-1==barrier.x or shipx==barrier.x or shipx+1==barrier or shipx+2==barrier or shipx+3==barrier)
Error: No conversion from 'wall@&' to 'int' available.

File: D:\spaceshiptest\game.bgt
On line: 76 (117)
Line: if(shipx-3==barrier.x or shipx-2==barrier.x or shipx-1==barrier.x or shipx==barrier.x or shipx+1==barrier or shipx+2==barrier or shipx+3==barrier)
Error: No conversion from 'wall@&' to 'int' available.

File: D:\spaceshiptest\game.bgt
On line: 76 (137)
Line: if(shipx-3==barrier.x or shipx-2==b arrier.x or shipx-1==barrier.x or shipx==barrier.x or shipx+1==barrier or shipx+2==barrier or shipx+3==barrier)
Error: No conversion from 'wall@&' to 'int' available.
modified code is below
#include "sound_pool.bgt";
wall@ barrier; //outside of any functions or classes.
wall@[]walls;
sound_pool pool(500);
int alarmsound;
double thrust=3;
int wallsound;
int thrustcounter;
int engine;
int level;
int health;
int maxhealth;
double speed;
double maxspeed=40;
int spawncounter;
int shipx;
int shipy;
tts_voice voice;
timer thrusttimer;
timer speedtimer;
timer movetimer;
timer spawntimer;
class wall
{
int x;
int y;
int damage;
void update()
{
//pool.update_sound_2d(wallsound, shipx, shipy);
}
wall(int init_x, int init_y, int init_damage)
{
x=init_x;
y=init_y;
damage=init_ damage;
wallsound=pool.play_2d("sounds/wall.ogg", shipx, shipy, x, y, true, true);
}
}
void main()
{
pool.volume_step=1.75;
pool.pan_step=.85;
pool.behind_pitch_decrease=4;
show_game_window("Cannon crossfire: Civilian lines.");
voice.speak_wait("loading sounds. Pliz wait.");
newgame();
}
void newgame()
{
// inside newgame:
wall temp(50, 350, 0);
@barrier=temp;
shipx=50;
shipy=0;
speed=80;
engine=pool.play_stationary("sounds/engine.ogg", true, true);
int wall_num=400;
for(uint i=0; i<wall_num; i++)
{
wall barrier(random(0, 100), random(0, 3000), random(0, 100));
walls.insert_last(barrier);
wall@[] walls;
}
//wall barrier(50, 350, 0);
gameloop();
}
void gameloop()
{
speedtimer.resume();
while(true)
{
wait(10);
if(shipy<barrier.y)
{
if(shipx-3 ==barrier.x or shipx-2==barrier.x or shipx-1==barrier.x or shipx==barrier.x or shipx+1==barrier or shipx+2==barrier or shipx+3==barrier)
{
alarmsound=pool.play_stationary("sounds/alarm.ogg", true, true);
}
}
pool.update_listener_2d(shipx, shipy);
if(speed<=40)
{
speed=40;
force_key_up(KEY_DOWN);
}
else if(speed>42)
{
reset_forced_key(KEY_DOWN);
}
pool.items[engine].handle.pitch=speed;
if(speedtimer.elapsed>(7000/speed))
{
shipy++;
speed=speed+0.35;
speedtimer.restart();
pool.play_stationary("sounds/debugclick.ogg", false, false);
}
if(key_pressed(KEY_ESCAPE))
{
exit();
}
if(key_down(KEY_DOWN))
{
thrusttimer.resume();
if(thrusttimer.elapsed>thrustcounter)
{
speed=speed-thrust;
thrusttimer.restart();
}
}
if(key_pressed(KEY_C))
{
voice.speak_interrupt(shipx+", &q uot;+shipy);
}
if(key_pressed(KEY_S))
{
voice.speak_interrupt(speed);
}
}
}

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