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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-06 21:36:50 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-11 13:43:00 +0200
commitaa04597c5f8bb806996d604699fc8ebff6d53bdd (patch)
tree20e6a79a873605b62c80011fd5c80351f60df6fb /src/game-server/triggerareacomponent.cpp
parentd95fccfca8575d8fb06988e558a338e37776961a (diff)
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Converted the Character class into a component
A CharacterData was created as a proxy class in order to allow using the old serialization method.
Diffstat (limited to 'src/game-server/triggerareacomponent.cpp')
-rw-r--r--src/game-server/triggerareacomponent.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game-server/triggerareacomponent.cpp b/src/game-server/triggerareacomponent.cpp
index 7c32f097..d4736e4e 100644
--- a/src/game-server/triggerareacomponent.cpp
+++ b/src/game-server/triggerareacomponent.cpp
@@ -34,7 +34,7 @@ void WarpAction::process(Actor *obj)
{
if (obj->getType() == OBJECT_CHARACTER)
{
- GameState::enqueueWarp(static_cast< Character * >(obj), mMap, mTargetPoint);
+ GameState::enqueueWarp(static_cast<Being *>(obj), mMap, mTargetPoint);
}
}