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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-02-26 22:22:22 +0100
committerIra Rice <irarice@gmail.com>2009-03-05 17:22:19 -0700
commit448d9076137fc5dde666a90820992a34a945cbf7 (patch)
treeee8d478fbced980a0ea868e9a7810ca56c49fe97 /src/npc.cpp
parenta79d05b01d4a2dc639e6d3a5b7ddd508e64d3511 (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.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/npc.cpp b/src/npc.cpp
index 92ef4d82..c9250415 100644
--- a/src/npc.cpp
+++ b/src/npc.cpp
@@ -34,12 +34,12 @@
#include "resources/npcdb.h"
bool NPC::mTalking = false;
-Uint32 current_npc = 0;
+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);