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authorPhilipp Sehmisch <tmw@crushnet.org>2007-06-30 15:01:50 +0000
committerPhilipp Sehmisch <tmw@crushnet.org>2007-06-30 15:01:50 +0000
commitd7e84be1d3dc935f47cefc0f600ced74f37e46fb (patch)
treef535b6b4130994a9162c48f8c556b0dd5ddc9a5f /src/game-server/accountconnection.cpp
parentfd392c16c0a1236ca4ea124b5ebbd309df1c5064 (diff)
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Implemented basic monster AI and fixed a stability problem caused by the spawn areas.
Diffstat (limited to 'src/game-server/accountconnection.cpp')
-rw-r--r--src/game-server/accountconnection.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/game-server/accountconnection.cpp b/src/game-server/accountconnection.cpp
index e9ea2256..3ae5816e 100644
--- a/src/game-server/accountconnection.cpp
+++ b/src/game-server/accountconnection.cpp
@@ -72,6 +72,7 @@ void AccountConnection::processMessage(MessageIn &msg)
std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
Character *ptr = new Character(msg);
ptr->setSpeed(150); // TODO
+ ptr->fillHitpoints();// TODO: the current hit points should be saved in the database. Otherwise players could heal their characters by logging in and out again.
gameHandler->mTokenCollector.addPendingConnect(token, ptr);
} break;