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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-02-16 23:57:21 +0100
committerBjørn Lindeijer <bjorn@lindeijer.nl>2009-02-16 23:57:21 +0100
commit91ee1c7b3e861d84c8aae51ad933ff6015adb5b8 (patch)
treec6458c99d566f0e656a6db1a9acc66d8f0fd0d27 /src/localplayer.cpp
parentf93c40463d018b4a2c2909bf5de14a81ce91ac64 (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 2487ab54..70e42f88 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -329,6 +329,11 @@ void LocalPlayer::walk(unsigned char dir)
}
}
+Being* LocalPlayer::getTarget() const
+{
+ return mTarget;
+}
+
void LocalPlayer::setTarget(Being *target)
{
if (mLastTarget != -1 || target == this)
@@ -563,11 +568,6 @@ void LocalPlayer::stopAttack()
mLastTarget = -1;
}
-Being* LocalPlayer::getTarget() const
-{
- return mTarget;
-}
-
void LocalPlayer::revive()
{
MessageOut outMsg(mNetwork);