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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/npc.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/npc.cpp')
-rw-r--r--src/npc.cpp14
1 files changed, 5 insertions, 9 deletions
diff --git a/src/npc.cpp b/src/npc.cpp
index 70b3ce13..9aa7ad15 100644
--- a/src/npc.cpp
+++ b/src/npc.cpp
@@ -72,21 +72,17 @@ NPC::NPC(Uint32 id, Uint16 job, Map *map, Network *network):
NPC::~NPC()
{
- if (mName)
- {
- delete mName;
+ delete mName;
+
+ if (player_node->getTarget() == this)
player_node->setTarget(NULL);
- }
}
void NPC::setName(const std::string &name)
{
- if (mName)
- {
- delete mName;
- }
- std::string displayName = name.substr(0, name.find('#', 0));
+ const std::string displayName = name.substr(0, name.find('#', 0));
+ delete mName;
mName = new Text(displayName, mPx + NAME_X_OFFSET, mPy + NAME_Y_OFFSET,
gcn::Graphics::CENTER, gcn::Color(200, 200, 255));
Being::setName(displayName + " (NPC)");