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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-11 11:10:47 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-12 14:56:28 +0200
commit9e6a0f98ecb52e04ab5afce817cb1d7fe2076450 (patch)
tree97b6ffedbfbaf09389fe05c1d183471a97740ebb /src/game-server/being.h
parentd7fa7ea64f6bb0bc0b097e4bf1ceb4bd9620d0da (diff)
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Moved Actor into an Component
This was the final step to remove the hierachy with Entity on the top.
Diffstat (limited to 'src/game-server/being.h')
-rw-r--r--src/game-server/being.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game-server/being.h b/src/game-server/being.h
index dd9790db..5ccc8e89 100644
--- a/src/game-server/being.h
+++ b/src/game-server/being.h
@@ -50,7 +50,7 @@ typedef std::map< int, Status > StatusEffects;
* Generic being (living actor). Keeps direction, destination and a few other
* relevant properties. Used for characters & monsters (all animated objects).
*/
-class BeingComponent : public Component, public sigc::trackable
+class BeingComponent : public Component
{
public:
static const ComponentType type = CT_Being;