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authorBjørn Lindeijer <bjorn@lindeijer.nl>2006-08-20 18:24:04 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2006-08-20 18:24:04 +0000
commitfe7a03757c49c30e38a799be9934f0cc18b88363 (patch)
treea4fe344e769b9703d59023b6b7b46668c17786d2 /src/gamehandler.cpp
parentd8bbcea0d4f5164776a7a2e6c05b1b5d37289965 (diff)
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Added sending of initial GPMSG_PLAYER_MAP_CHANGE message for joining players.
Diffstat (limited to 'src/gamehandler.cpp')
-rw-r--r--src/gamehandler.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/gamehandler.cpp b/src/gamehandler.cpp
index af08db46..a133e5fa 100644
--- a/src/gamehandler.cpp
+++ b/src/gamehandler.cpp
@@ -254,8 +254,13 @@ void GameHandler::sayAround(GameClient &computer, std::string const &text)
}
}
-void GameHandler::sendTo(PlayerPtr beingPtr, MessageOut &msg)
+void
+GameHandler::sendTo(PlayerPtr beingPtr, MessageOut &msg)
{
+ /* TODO: This implementation is very inefficient. An alternative would be
+ * store the NetComputer reference with the player class, so that it can
+ * be directly accessed.
+ */
for (NetComputers::iterator i = clients.begin(); i != clients.end(); ++i)
{
PlayerPtr clientChar = static_cast<GameClient *>(*i)->getCharacter();