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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-02-20 22:46:55 +0100
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-02-21 07:29:13 +0100
commit4559ca444daacfd02ebb05f1657148a2b4cf3d8b (patch)
tree8410fe19f397e70d43a8542c6ba7339d61d9bc0e /src/game-server/statuseffect.cpp
parentad1d58b795681cad74642c0f4818b66a3f869794 (diff)
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Introduced Script::Context
This should allow to finally call functions to lua without having to care about working around situations where a lua call causes a c++ call which needs to call to lua again. Tested against the source of tales repository data.
Diffstat (limited to 'src/game-server/statuseffect.cpp')
-rw-r--r--src/game-server/statuseffect.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/game-server/statuseffect.cpp b/src/game-server/statuseffect.cpp
index c101bc02..b5b988f4 100644
--- a/src/game-server/statuseffect.cpp
+++ b/src/game-server/statuseffect.cpp
@@ -37,10 +37,9 @@ void StatusEffect::tick(Being *target, int count)
if (mTickCallback.isValid())
{
Script *s = ScriptManager::currentState();
- s->setMap(target->getMap());
s->prepare(mTickCallback);
s->push(target);
s->push(count);
- s->execute();
+ s->execute(target->getMap());
}
}