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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.h
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.h')
-rw-r--r--src/localplayer.h8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/localplayer.h b/src/localplayer.h
index 4d0a05be..5f02de4f 100644
--- a/src/localplayer.h
+++ b/src/localplayer.h
@@ -141,8 +141,6 @@ class LocalPlayer : public Player
void stopAttack();
- Being* getTarget() const;
-
/**
* Overridden to do nothing. The attacks of the local player are
* displayed as soon as the player attacks, not when the server says
@@ -154,6 +152,12 @@ class LocalPlayer : public Player
virtual void handleAttack(Being *victim, int damage) {}
/**
+ * Returns the current target of the player. Returns 0 if no being is
+ * currently targeted.
+ */
+ Being* getTarget() const;
+
+ /**
* Sets the target being of the player.
*/
void setTarget(Being* target);