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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/triggerareacomponent.h
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/triggerareacomponent.h')
-rw-r--r--src/game-server/triggerareacomponent.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/game-server/triggerareacomponent.h b/src/game-server/triggerareacomponent.h
index 6c2df7d1..3d2a8412 100644
--- a/src/game-server/triggerareacomponent.h
+++ b/src/game-server/triggerareacomponent.h
@@ -28,13 +28,13 @@
#include <set>
-class Actor;
+class Entity;
class TriggerAction
{
public:
virtual ~TriggerAction() {}
- virtual void process(Actor *obj) = 0;
+ virtual void process(Entity *obj) = 0;
};
class WarpAction : public TriggerAction
@@ -43,7 +43,7 @@ class WarpAction : public TriggerAction
WarpAction(MapComposite *m, const Point &point)
: mMap(m), mTargetPoint(point) {}
- virtual void process(Actor *obj);
+ virtual void process(Entity *obj);
private:
MapComposite *mMap;
@@ -55,7 +55,7 @@ class ScriptAction : public TriggerAction
public:
ScriptAction(Script *script, Script::Ref callback, int arg);
- virtual void process(Actor *obj);
+ virtual void process(Entity *obj);
private:
Script *mScript; // Script object to be called
@@ -85,7 +85,7 @@ class TriggerAreaComponent : public Component
Rectangle mZone;
TriggerAction *mAction;
bool mOnce;
- std::set<Actor *> mInside;
+ std::set<Entity *> mInside;
};
#endif // TRIGGERAREACOMPONENT_H