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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-02-26 22:22:22 +0100 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-03-06 00:27:26 +0100 |
commit | c75511fffc77d517fbf854ec8bef791f055de44c (patch) | |
tree | c431846c7d7a6934f103d21129a20a0dc4fd1c8e /src/npc.cpp | |
parent | 646cc317351d60e0fefcab789248310662fcbbc8 (diff) | |
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Got rid of Sint{8,16,32} and Uint32 for being ID
Using unsigned rarely makes sense, especially when the server doesn't
use it either. Other uses of unsigned should be reviewed.
In all other cases, int is the fastest integer type on any architecture.
Using 8 or 16 bits can basically only be a memory optimization.
Diffstat (limited to 'src/npc.cpp')
-rw-r--r-- | src/npc.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/npc.cpp b/src/npc.cpp index 7ba25c08..5a4f9507 100644 --- a/src/npc.cpp +++ b/src/npc.cpp @@ -38,7 +38,7 @@ int current_npc = 0; static const int NAME_X_OFFSET = 15; static const int NAME_Y_OFFSET = 30; -NPC::NPC(Uint32 id, Uint16 job, Map *map, Network *network): +NPC::NPC(int id, Uint16 job, Map *map, Network *network): Player(id, job, map), mNetwork(network) { NPCInfo info = NPCDB::get(job); |