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authorJared Adams <jaxad0127@gmail.com>2010-06-09 18:13:06 -0600
committerJared Adams <jaxad0127@gmail.com>2010-06-10 12:28:28 -0600
commitccafb75577f9ea8f86243d26e80fb60e56af12d1 (patch)
treefd8e0566118c217f0efa3c32b90d6f8870822233 /src/being.cpp
parent35e024b85a5448cba235fa400f9412fd4e289ec0 (diff)
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Merge BeingManager and FloorItemManager as ActorSpriteManager
No need for two different classes to manage ActorSprites. Reviewed-by: Chuck Miller
Diffstat (limited to 'src/being.cpp')
-rw-r--r--src/being.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 0bf90558..2ff96c81 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -21,8 +21,8 @@
#include "being.h"
+#include "actorspritemanager.h"
#include "animatedsprite.h"
-#include "beingmanager.h"
#include "client.h"
#include "configuration.h"
#include "effectmanager.h"
@@ -864,7 +864,7 @@ void Being::logic()
if (!isAlive() && Net::getGameHandler()->removeDeadBeings() &&
(int) ((get_elapsed_time(mActionTime)
/ getWalkSpeed().x) >= frameCount))
- beingManager->scheduleDelete(this);
+ actorSpriteManager->destroy(this);
}
void Being::drawEmotion(Graphics *graphics, int offsetX, int offsetY)