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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-06-07 19:39:37 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-06-17 14:27:48 +0200
commit5d3104147fd5c3392751b3c3e5cd9644a83335a7 (patch)
treeae807d002d1c521257ebca6a5dcfd37700dedd25 /src/game-server/state.cpp
parent9c153b3b928166f33bc539611eee004cb0aab259 (diff)
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Changed the attack message to send the attack id.
This is more precise than sending the attack type, that can be guessed by the client anyway when the type parameter will be added in the <attack> tag. This is the server part of Mana issue: #363. Reviewed-by: Bjorn.
Diffstat (limited to 'src/game-server/state.cpp')
-rw-r--r--src/game-server/state.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game-server/state.cpp b/src/game-server/state.cpp
index 1c4b38cc..03d4b71c 100644
--- a/src/game-server/state.cpp
+++ b/src/game-server/state.cpp
@@ -203,7 +203,7 @@ static void informPlayer(MapComposite *map, Character *p, int worldTime)
MessageOut AttackMsg(GPMSG_BEING_ATTACK);
AttackMsg.writeInt16(oid);
AttackMsg.writeInt8(o->getDirection());
- AttackMsg.writeInt8(static_cast< Being * >(o)->getAttackType());
+ AttackMsg.writeInt8(static_cast< Being * >(o)->getAttackId());
gameHandler->sendTo(p, AttackMsg);
}