From 91ee1c7b3e861d84c8aae51ad933ff6015adb5b8 Mon Sep 17 00:00:00 2001 From: Bjørn Lindeijer Date: Mon, 16 Feb 2009 23:57:21 +0100 Subject: 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. --- src/npc.cpp | 14 +++++--------- 1 file changed, 5 insertions(+), 9 deletions(-) (limited to 'src/npc.cpp') 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)"); -- cgit v1.2.3-70-g09d2