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authorErik Schilling <ablu.erikschilling@googlemail.com>2012-09-06 21:00:16 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2012-09-22 12:48:50 +0200
commit86c407e390c4a390119174554330ec01dd8b236a (patch)
tree1b2eb468d238aedf90c857311b55f39fbe877b43 /src/game-server/mapcomposite.h
parent7022f62efc52599324cb6fbe16a7cf777bb3fad6 (diff)
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Fixed marking map as activated
The patch that allowed to use map objects as warp targets broke this. During run of map initalize mActive was still false. This broke creating objects (npc, triggers) in atinit. Reviewed-by: bjorn.
Diffstat (limited to 'src/game-server/mapcomposite.h')
-rw-r--r--src/game-server/mapcomposite.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/game-server/mapcomposite.h b/src/game-server/mapcomposite.h
index d61f8ce6..ba76ddc8 100644
--- a/src/game-server/mapcomposite.h
+++ b/src/game-server/mapcomposite.h
@@ -27,6 +27,7 @@
#include <map>
#include "scripting/script.h"
+#include "game-server/map.h"
class Actor;
class Being;
@@ -361,6 +362,9 @@ class MapComposite
static void setUpdateCallback(Script *script)
{ script->assignCallback(mUpdateCallback); }
+ const MapObject *findMapObject(const std::string &name,
+ const std::string &type) const;
+
private:
MapComposite(const MapComposite &);