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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-04-23 21:00:16 +0200
committerBjørn Lindeijer <bjorn@lindeijer.nl>2009-04-26 17:18:21 +0200
commite726c34606f85347e70a0deb6b180db03b6d0c25 (patch)
treee78e5ba07dd9484abed035cc3e63744101bbef57 /src/scripting
parenta3f72002fa02cd4c525f101c5f240a22d4480119 (diff)
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Merged MovingObject into the Being class
Also renamed Object to Actor, to make it sound a little less generic. Cleans up a bit the rather big hierarchy of different object types we have.
Diffstat (limited to 'src/scripting')
-rw-r--r--src/scripting/lua.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp
index 2b148ef0..9ddc68e0 100644
--- a/src/scripting/lua.cpp
+++ b/src/scripting/lua.cpp
@@ -641,8 +641,8 @@ static int chr_set_quest(lua_State *s)
}
/**
- * Creates a trigger area. Whenever an object enters this area
- * a Lua function is called.
+ * Creates a trigger area. Whenever an actor enters this area, a Lua function
+ * is called.
* tmw.trigger_create (x, y, width, height, function, id)
*/
static int trigger_create(lua_State *s)
@@ -740,7 +740,7 @@ static int get_beings_in_circle(lua_State *s)
lua_newtable(s);
int tableStackPosition = lua_gettop(s);
int tableIndex = 1;
- for (MovingObjectIterator i(m->getAroundPointIterator(Point(x, y), r)); i; ++i)
+ for (BeingIterator i(m->getAroundPointIterator(Point(x, y), r)); i; ++i)
{
char t = (*i)->getType();
if (t == OBJECT_NPC || t == OBJECT_CHARACTER || t == OBJECT_MONSTER)