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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-03-09 21:30:42 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-03-10 18:07:29 +0100
commit78c912fb4007c3e5f0b43de02646772acb21ecf2 (patch)
treee45409ff061de75b0e4273763a87f5a25de6a65b /src/game-server/autoattack.h
parent2fa7d1f39b24714ee6dc72b6b9e61ec5a1997724 (diff)
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Moved the managing of NPC script coroutines into C++
Rather than wrapping NPC functions up in coroutines in the Lua side, they are now managed on the C++ side as "script threads", which are essentially the same thing. The main purpose is that the server can now know whether any of these long running script interactions are still active, which will probably be useful when adding the ability to reload scripts. Reviewed-by: Erik Schilling
Diffstat (limited to 'src/game-server/autoattack.h')
-rw-r--r--src/game-server/autoattack.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/game-server/autoattack.h b/src/game-server/autoattack.h
index e7b853d3..a1e22aee 100644
--- a/src/game-server/autoattack.h
+++ b/src/game-server/autoattack.h
@@ -26,8 +26,6 @@
#include "common/defines.h"
-#include "game-server/skillmanager.h"
-
/**
* Structure that describes the severity and nature of an attack a being can
* be hit by.