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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/npc.cpp
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/npc.cpp')
-rw-r--r--src/game-server/npc.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/game-server/npc.cpp b/src/game-server/npc.cpp
index f9e714b9..7806e510 100644
--- a/src/game-server/npc.cpp
+++ b/src/game-server/npc.cpp
@@ -99,8 +99,9 @@ void Npc::start(Entity *npc, Entity *ch)
script->prepare(talkCallback);
script->push(npc);
script->push(ch);
- ch->getComponent<CharacterComponent>()
- ->startNpcThread(thread, static_cast<Actor*>(npc)->getPublicID());
+ auto *actorComponent = npc->getComponent<ActorComponent>();
+ ch->getComponent<CharacterComponent>()->startNpcThread(
+ thread, actorComponent->getPublicID());
}
}