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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-02-16 23:57:21 +0100
committerIra Rice <irarice@gmail.com>2009-02-16 18:03:27 -0700
commita739b7d2936bc1074edc4703bd06605162efd166 (patch)
tree0a9bcc26bbb2adbf90e2ee4518cafb4fb4643a10 /src/localplayer.cpp
parent5964b89cbe0aa78768a6abfe37eafe70f50a3222 (diff)
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Don't arbitrarily unset player target on NPC deletion
When an NPC got deleted it would reset the player target. I'm assuming what was meant was to reset the target when the deleted NPC was the target.
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r--src/localplayer.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index b8703b70..a719e265 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -328,6 +328,11 @@ void LocalPlayer::walk(unsigned char dir)
}
}
+Being* LocalPlayer::getTarget() const
+{
+ return mTarget;
+}
+
void LocalPlayer::setTarget(Being *target)
{
if (mLastTarget != -1 || target == this)
@@ -565,11 +570,6 @@ void LocalPlayer::stopAttack()
mLastTarget = -1;
}
-Being* LocalPlayer::getTarget() const
-{
- return mTarget;
-}
-
void LocalPlayer::revive()
{
MessageOut outMsg(mNetwork);